Ability to play 2+ moods simultaneously

That certainly works for raining - but they can still decide to go to (bolding the moods):

  • Go to a tavern while it’s raining.
  • Decide to cast ‘clear weather’ as a spell, stop the raining, then go into a bar
  • Go to stables to investigate a murder while it’s raining
  • Leave the town on a carriage to go find those kobolds that were causing trouble while it’s raining
  • Go to the market by horse while it’s raining
  • Visit the blacksmith while it’s raining

I could keep going on. Without “railroading” my players choices, there is still a near-infinite number of mixable moods that could either make it either too hard to anticipate, or too time-consuming to set up beforehand. Do I start putting in ‘rain’ to every other mood? Indoor rain for indoors? Lightning too? What about snowy winds? Sandstorms?

But wouldn’t it be amazing if we could just make the different generic moods (in bold) and then just turn them off and on as we please? It’d be an incredible time-saver both in-game and out.

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Thank you for giving me the benefit of the doubt. There was no ill intend there, just pure curiosity. I totally forgot D&D can more more than just fantasy, that’s why i was curious - i didn’t think of the other universes. So, this is my bad. :wink:

Yes, if you have vastly more variables, the mentioned solutions is not at all viable, agreed. Nonetheless, it leaves me wondering, that players can act so unpredictable and deviate so much from the path the DM intends to follow, that such heavy jury-rigging is necessary. Well, one never stops to learn. :slight_smile:

Edit: Crossposting ftw… :smiley: Yeah, if you totally play sandboxy style, this will be hard. Well, as you are stating yourself, there’s a near-infinite number of possibilities, so probably the possibility to start two moods simultaneously won’t help. Striving for perfection often shows all kinds of flaws on the way. We’re trying our best, but we aren’t perfect. Sadly! :joy:

At this point i can only offer some :cookie::cookie::cookie:

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Heh - I’m internally a hot-head, so I have to remind myself that most people are good intentioned :slight_smile:

The unpredictability is a feature of the campaign - it’s ‘sandbox’ style. This means there is no true ‘path’ that I intend them to follow - maybe only certain things I expect them to react to from time to time. I let them do what they want - then build a story around what I see their interests are. It’s hard work but I find they love it, because the story is built around them as a result.

EDIT - Got your edit! Too fast indeed! Yep I’m definitely a perfectionist - I feel those kind of users often help push software to their potential limits, at least.

I still think playing 2+ moods could really improve my situation (assuming I create a library of generics) - I imagine far less interruptions an clicking as a result - which is my ultimate goal when in-game. We could agree to disagree here. I do appreciate the input!

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See the edit - :smiley: you’re just too fast! :cloud_with_lightning:

There are lots of good points raised here and certainly something that we can consider for the future. The current build of the app however is designed so that activating one mood ends the first and triggers the cross fading. Playing two moods simultaneously would require a major change to the way that the app is currently designed to work. Syrinscape functions like a multi channel mixer, playing multiple elements within each mood. In the background each mood is also loaded with data which tells Syrinscape how to play those elements. So when we change moods we are effectively triggering a new state within the app.

Currently custom moods or soundsets created using the Creator are the best way to go about what you are requesting. Yes there are many variables and yes games can often go of in a direction different that what was first planned or at a high rate of change, that’s why we have added in the search bar and tried to make it easier to pull up the sounds needed quickly. Playing two moods would still require “in-flight” changes because of the ambiant sounds within them, such as birds chirping.

We build content for as many varied locations and situations as we can and the community has also put together some amazing Community Content. But obviously we can’t cover every situation and at times flexibility is needed in the sounds you can quickly provide for you game

Very much appreciate you telling me the detailed reasoning. Completely understand as a software dev myself, I can appreciate the complexity of what that would entail.

For now, I’ll finish setting up my library of generic/modular moods. I think what I’ll do is use those generics as a base, to be able to quickly set up custom moods that are designed for the next D&D game. It’s not exactly how I’d like to do things, but I still want to say that Syrinscape is the best out there for setting up this level of audial immersion.

Thanks for the quick response, and I’m glad to see the team is listening.

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There’s a difference between railroading your players and “knowing where they’re going.”

Sure, the difference is being a storyteller and being a DM. The only exception is if you’re running a dungeon module or something. Maybe that’s what you’re doing, and that’s fine since some players love that, but it’s not what I’m doing.

If you threw my party into a city to explore, I know with 100% certainty that you’d be unprepared for every place they’d like to explore, thing they’d want to do, or other potentially mood-changing scenario that would be a result of their agency. And no, you’re not meant to take that personally. They’re people with extremely complex thoughts and a mind of their own. You’re telling me I should know where they’re going, and I’m telling you that I have absolutely no idea what you’re talking about if you think that. Part of the job as a DM is to improvise when, not if, that happens.

And that’s the crux of the argument. If I have a generic layout of moods prepared, I essentially don’t have to improvise by making custom ones, which causes pausing and immersion breaks. I would simply combine each mood that applies. I want to spend my energy improvising the story, not the audio.

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I play my campaigns incredibly open ended, but I still know 80-90% of where my players are going. Maybe I communicate with my players more or maybe my players are easier to read, but for the most part I know where they are going, and I know how they’re gonna get there. Different DMing styles though…

I’d also like to just point out that having 75% of all eventualities covered really should be enough. Going for 100% is just gonna make you go crazy.

Still like the idea of 2 moods at once though.

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Good discussion… All noted by me.

Nice to see our forums are a place where frank and robust discussion stays controlled and people keep being nice to each other, too! :slight_smile:

:pizza::beers::cookie: for everyone!

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Aaron,
As someone who’s normally a sandbox-style GM with a lot of improvising, I share your pain. Syrinscape seems to be work best for games with pre-planned, set piece encounters. In a game where PC’s can go anywhere, and a scene might crop up virtually anywhere, it’s often a challenge to try to find the right sounds on the fly.
After spending a ton of prep time trying to set campaigns and Soundsets up to cover every situation I’m likely to need, I’ve fallen back on mainly using Syrinscape for music playlists that are more universally applicable.
It’s not using Syrinscape to anywhere near its full potential, but it works best for my games.

Ironically though, Syrinscape Online playing two moods simultaneously was a bug that hit my game last night. Took a bit of stopping & restarting, but worked OK after that.

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This is perfect! :stuck_out_tongue_winking_eye:

@AaronBenjamin87 - I feel your pain. I frequently DM by the seat of my pants; I have a general thrust of where the players might be going, and maybe a combat counter or two ready (some of my players live for at least one fight a session), but so much is up for debate, derailment, and detours that I just roll with the punches.

I mostly compensate by having patient players, organized Syrinscape campaigns, and being quick with the search bar. It’s not seamless, but considering the alternative is me making sword sounds and monster growls with my mouth and relying on my sleep machine for rain sounds, I’ll deal with the minor delays. I’m also likely going to be having one of my players take over DJing the PC sounds (spells, bows, sword clashes) by having them using my tablet and offering a little bonus XP or other in-game reward for it, while I continue the monsters/atmosphere from my laptop.

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I was just about to open the same request.
This would solve a lot of issues for me.
For example, I am currently running a Star Wars game, and have three combat moods - battles, boss battles and villains battle. To those I want to add sound effects, but I have three different sound effects - blasters, lightsabers and blasters + lightsabers.
Without the ability to play two moods, I basically need to create three different moods for each of the main combat moods to accommodate, which is really not simple to handle considering I also have other moods in that soundset (chases for example).

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Actually… we could have a button that makes the next Mood NOT stop any of the already running elements. That might be a more straightforward UI way of getting this done.

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Eg. I want a bugbear battle in the desert.

Starts desert mood.
Starts bugbear battle (with the no stop selected)

Adjust… and save (if u like)

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I went thru the whole raining challenge myself. I use custom theme songs for each of the PCs (and some NPCs), so everytime it is their turn, Fantasy Grounds automatically switches to their custom mood. I manually switch back to a battle mood if needed.

However, if a had the option of “pinning” some elements, like raining, or specific monster sounds, to keep active while switching moods, it would be perfect for my use case AND the raining use case, as you could pin raining sounds and just switch from mood to mood.

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I’m not sure what you mean by “save” in your example. Do you mean that in the sound creator, we can choose whether or not it will be a single mood or can be played simultaneously?

I think the most straightforward way to do it, and I think the correct way UX wise, is to give that choice in the players themselves.
i.e. in each player add a checkbox the user can click that allows him to play moods together if he wants.

Though honestly, I’m not sure why such a choice would be needed.
There is already a “stop” button. If anyone wants to stop one mood to play the other, they can press that before activating the new mood.

The “play w/o stopping” option would be cool. If ben thinks that is a doable magic, awesome. If not, it isnt strictly a gamebreaker. I can control the travel options to 2 modes or less. I know the 1-2 environment they GET to travel in. And the DM controls the only weather the PCs face. Any one of the three can be DM reduced before game. So 2-4 options before game 1, maybe 2 more developed each game. If not used, now you are ahead of the gameplan more each time. Just develop 2 each session until you are comfy. Dont do 12x12x12 all at once removng head hair with each stress yank. Small steps like SuperBen and before you know it, you have a developed personal set of moods larger than syrinscape. We could become content designers and developers to rival the gods.

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Any idea if this is happening?
I am now starting a game with a complex mood structure, some soundsets have 14-15 unique moods (some elements are shared, but most are unique).

Now, if I want for example to set up rain for an existing mood, I need to create a completely new mood with the wind elements!
This is most uncomfortable.