Hi,
The Mixer is crashing regarding my harware. I try to fix this with the VB_Audio Softtware Support without any luck so far. (And also with the latest Potato Version)
Hi,
The Mixer is crashing regarding my harware. I try to fix this with the VB_Audio Softtware Support without any luck so far. (And also with the latest Potato Version)
OK, so, if thatās the case, why donāt you get one of your players to run Syrinscape and you (as the GM) use the DOE: Sound to control it remotely - that way thereās no āloadā on your Voicemeter/hardware and you and your group still get all the benefits of using Syrinscape, the DOE: Sound (and Teamspeak, which is still better than Discord)
Edit: And if Syrinscape Licensing is a worry, @benjamin has said previously that you can legally install the Syrinscape Desktop App on up to three (3) computers.
Any chance of sharing the protocol handler? I prefer the online player over the desktop app as well, and have been unable to get it working with DOE. The few solutions I have tried are hit or miss with REST.
No problem, itās just a couple lines (80-90, a good deal of it is boilerplate) of C#.
Works fine for us, we consider the issue āsolvedā/good enough for now.
I just shared the source with @Dulux_Oz - I wanted confirm with someone that knows something about FG (I know little) and Syrinscape (I know next to nothing) that this isnāt a stupid idea. But if youāre interested and have a way to compile C# code (you shouldnāt run a binary from someone on the internet after all) I can just dump the code into a GH repository or something. Whateverās easiest for you.
Yeah. We are DEFINITELY gonna get Fantasy Grounds + Online Player going. Iām happy to help out however i/we can!
FWIW: I just dropped the quick hack at https://github.com/darklajid/SyrinscapeTrigger - this is a working solution for us right now. Maybe you can incorporate something similar (potentially ā¦ adding some logging/better error handling ĀÆ\_(ć)_/ĀÆ) in the default online player installation?
Using this hack and turning sounds off for all players (they donāt have this thing registered, would otherwise get a āHow do you want to open Syrinscape:elements/20/play/ā questions) all DOE features seem to work as expected for us - we merely had to change the sound links to replace āhttps://www.syrinscape.com/online/frontend-api/ā with āSyrinscape:ā (and configure the personal auth_token in the .exe.config).
I grabbed the sln and compiled. The code looks pretty straight forward and simple. It would be awesome if this could be included with the online player install perhaps? Just tossing the idea out for Benjamin to marinate over.
That being said, Ill give it test run sometime today. Thanks again for sharing.
Sure. Itās a (minimal) hack, thereās nothing weird/special in there I hope.
For a ādistributable hackā on this board I could maybe offer a .reg file (easier to verify, doesnāt require to run the binary as admin) and the thing itself.
But obviously it would be best if Syrinscape would provide this. Maybe syrinscape-player: for one (exists) and syrinscape-online: for the other?
Wanna post some good info here that I can show to the dev team?
Also: yay!
I think all the info is there already. The dev team seemingly (see Dulux_Oz posts above) already knows how to use/implement a protocol handler, because it is used in the old (ānon cloudā) player.
We need the same. This thread has the discussion of everything involved, the Github link above has the full source for the C# solution weāre using. Even if your dev team uses a different stack (?), the code is very short and basically just
Thatās all it seems to take
Love it!
Just for the record:
Iām NOT part of the Syrinscape Dev Team.
Iām also NOT part of the Fantasy Grounds Dev Team.
I am, however, one of the Fantasy Grounds Community Devs (& a professional ICT Consultant, for what ts worth)
Blame it on English not being my first language - but what I wanted to say above is: The Syrinscape Devs should already know how to implement a protocol handler like the one I did, because you mentioned that their other player - (never installed it, dk anything about it, Iām clueless) the older one, not the Syrinscape Online one - uses exactly this mechanism to allow integration. Into DOE amongst other things.
Basically I just quoted you for the information you gave above:
hence Syrinscape Devs do know how to do that. Sorry for the confusion.
So is this just a little applet to catch the URL call to the syrinscape server and:
Correct?
Can we filter out requests that we DO want to go through to the browser, like clicking on the username at the top of the Online Player, or clicking the PIN connect thingy?
Kinda. Not quite. This is an applicationĀ¹ that registers a new protocol (in my code thatās syrinscape: but thatās my own choice).
It doesnāt change anything about the behavior of normal links at all. If you want to go to a userās profile or anything, youāre talking to https://www.syrinscape.com/online/ā¦ and that happens in the browser.
But the DOE links are changed by the GM to point at, say syrinscape:elements/20/play/ for a fireball effect. DOE tells the OS to āopenā that, the OS calls the application, the application builds a request to the Syrinscape API and throws the result away, terminating afterwards (no windows pop up). If you keep https links in FG/DOE nothing changes and you get browser popups.
So if you bundle a small tool like this / register a protocol handler during installation, youād support DOE (and potentially other stuff that works similarly) without changing your current behavior/player at all, for all I can tell.
ā : Nitpicking, but applets remind me of a dead Java thing thatās unrelated
Just want to follow up and say I hope this is something which can be integrated into the player installer. It would be HUGE for Fantasy Grounds folks like myself!
Yeah. We are looking at this.
Something you could turn on or off to catch the calls as required.
Do you know if anything changes in regards to getting the online player integrated with Fantasy Grounds Unity? I guess the real question there is did Smiteworks provide you with Alpha access to be able to look at this ahead of the upcoming public release?
No, SW did not give me alpha access (even though I asked), so Iām waiting for beta access.
But I have serious doubts that Syrinscape Online will work with FGU - the issue isnāt with how FG and/or (suppossedly) FGU work, its how Syrinscape Online works, which is different from how Syrinscape Desktop Works.
Still, weāll see once I can get access to FGU.
I have been in good commications with the guys at Smiteworks. Making sure integration works well for FGU is something important for both teams. Syrinscape Online works well with FG, and thereās no reason that will change.