Fantasy Grounds Syrinscape Support

Would my FG players need to play in Test channel too?

Yes. You all need to be on the same channel.

is there a video that explains it? I do not get it to work. I can’t even find the control panel to see my key.

It seems it does not work. My players can not hear anything

Try watching this video. If you have issues after watching feel free to dm me on discord. User name is gwydione

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THANK YOU so much everybody for helping each other out.

I’m just coming up to full speed with all this stuff too, so once we are able to get some good FAQs etc going we’ll be able to help out more usefully too. :slight_smile:

Sooo excited people are excited about what we’ve been able to do with the API etc! Yay! Noisier play = betterer! :smiley:

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@benjamin or @Steve

Question. In the Fantasy Grounds Syrinscape implementation, the link that is generated for the players to click on to launch the web app is something like this:

https://app.syrinscape.com/xxxxxxxx9e0c4427cb97xxxxxxxxx/#/

However, I think normally that is for the person running syrinscape and typically when I “invite” players from within syrinscape web app the link is something like this:

https://app.syrinscape.com/xxxxxxx9e0c4427cb97xxxxxxxxx/player/

Does it matter at all which link the players use of the two options above? Thanks!

The only difference being whether the link ends id /#/ or/player/

Heya, :pizza: :female_detective:

Yes, your 2nd link is what people should be being sent to… We’ve let the FG team know, and I imagine they will make an update asap.

THOUGH, if the GM has already taken control of the session (navigating to the link will certainly get that done) etc… then anyone else who subsequently goes to that link SHOULD only be seeing the Basic Player version anyway (just the logo and volume slider), so it SHOULDN’T matter.

Is that what people are experiencing? :dragon: :face_with_hand_over_mouth:

I think so although even as a GM sometimes I only have the player version up as I control most of the music through FGU. My assumption is that having the player version only up for me as the GM will help a bit with computer performance but not 100% sure if that is true.

It looks like you have released four parts but maybe there is one more? If it will be released soon I might start on this one for FGU as it will take me a while so might as well start now.

Hi Ben,

The first release is a bit lacking in the finesse of the Online Player. No ability to tweak the volume of an element in a mood once activated by FGU or turn elements on or off.

I’ve always thought the Online Player should have a “what bits I am playing now?” feature so a GM that is stitching sounds together on the fly can see what is active. With FGU pushing instructions this is more useful than ever.

I suspect you design your sounds for sitting around a table (which is fine) but when running an online game with headphones you really need to be able to adjust elements to ensure you can hear your players clearly and enhance the specific sound they actually need.

I have put a post on the FG forum with the same images to help them along. Good to see where this goes. Also keep in mind Tales of the Valiant Sound set for FGU now that they have been funded and you have this underway. Also their Tome of Beasts and Magic Books (but I suppose that’s a Smiteworks decision).

Cheerios

You forum engine only allows one image per post so here is the complementary image to compare to the one above.

I’ve just done some more checking and the “What am I actually Playing Now Button?” for the Online Player is a super must to make FGU really play.

It does not live update the results (yet? maybe one day), but perhaps the Playing search facet will help? You do not need to have any search terms typed in, in which case it should show every Element/Mood currently playing.
image

You can always turn some other search facet on and off again to refresh the search results.

Hope this helps :crossed_fingers:

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Hi,

Thanks for the suggestion. While that will show me what is playing it doesn’t provide any access to the volume sliders which is what is needed to make selecting a sound or a mood using Fantasy Grounds viable.

You would have to add a volume slider to allow this to occur.

In this example I have selected the mood from FGU but the mood in the player remains unchanged (Back Alley). I can get the sounds playing up (thanks for that suggestion) but I don;t have any control on those individual elements.

If I were to then click on Volcanic Insurrection I can be taken to the sound tab and it will show me the elements that are playing and I can now adjust the sounds but the icons are not blue to show they are playing (not seen before). Also if I have some elements playing from a different soundet I guess I have to keep dancing between them all.

I suppose this a slight work around but not fully convient.

If you use the playing feature it will take you to a soundset mood but interestingly the elements that are playing are not highlighted blue although the graphical element waveform and the line around the icon (play time) are working as normal.

The Fantasy Grounds chat on this topic and their comments are available here: https://www.fantasygrounds.com/forums/showthread.php?78287-Syrinscape-Integration

Okay. This is how to make Syrinscpae and FGU work best in a game (as it stands at the moment)

  1. Have the Syrinscape Player Running (open the search panel).
  2. Play the mood and sounds you want using the FGU interface.
  3. Swap to the Syrinscape Player
  4. Toggle the Playing button - this will bring up all the sounds currently playing at the moment. Then select the sound element you wish to adjust.
  5. This will change the Syrinscape Player to show the mood and the elements playing in that mood. Normally active buttons would be blue (but here they stay white but the waveform will be playing in the little box and the timer line around the round symbol will be active). You will be able to see the graphic element playing.
  6. You can now manually adjust the volume.

Probably a good one for Ben / team make a short video on how to do.

Yes, this is exactly what I was suggesting with my earlier post, although admittedly I was rather terse about it and acknowledge it is not ideal.

Per Element volume sliders in search is something we hope to get time to look at at some point, it has been on the list since that search panel was originally developed. We can’t do much about wether FGU includes a volume slider in their interface or not, the API exists for them to potentially use, and we’ll support their dev to make it happen if they want, but they have to decide it is a worthwhile addition.

Element coins not following the playing state (white/blue) is another known quirk we have just not gotten to addressing yet. The search results have never followed the change in playing state if something other than the search panel itself made it, but we have laid some infrastructural changes that move towards allowing it to in the future. The SoundSet Elements panel I believe did at some point follow 3rd party changes to play state, but that was probably relying on the Online Player constantly sending updates (which would not be happening if you’re not running the Online Player app). Fixing this also on our wish list!

Appreciate your feedback :slight_smile:

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Thanks for taking the time to write a reply.

I had no idea that they were called Element coins - good to know.

Great that the API includes the capacity for Smiteworks to add volume sliders to individual elements should they go that route.

Seams like a bit of work to do behind the scenes on software. Ben always had a dream of connecting Philips Hue Bulbs to Syrinscape - I hope this becomes easier to do when the Matter standard is finally released (it too is taking time).

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I do not know how official the term Element coin actually is, so please don’t quote me on that :slight_smile:

But yes, as with many things in life, want begets want, and software development is no different, there is always a next thing!

Nope, Element coin is now official. :grinning_face_with_smiling_eyes:

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Is there a way to add in custom moods to FGU? Im currently preparing for a session for my SKT game tonight and im trying to create scenes for the Citadel of Adbar.
I know theres a CSV export tool but that seems to only be for the pre-built “official” items.