I have an idea of how to kluge together a solution for myself, and I suspect that it would be a decent core idea to test out as the basis for an actual plugin. I don’t thiiiink it’d break anybody’s terms of use? Or compromise anybody’s IP.
Background: I’m still getting Foundry figured out, myself. In the meantime, I’m still running my actual games on a simultaneous combination of four different platforms - one for a VTT, one for A/V chat, one for character sheets, and Syrinscape Online Player for ambient sounds. It’s so much stuff for a player to be responsible for setting up that I’ve had to make a 30+ slide powerpoint presentation to walk new players through the process. I’d prefer to pare this down, if I can. (When I’ve tried using a software soundboard to pipe Syrinscape’s sound through my mic audio channel on the A/V chat, I’ve run into problems because I want the players to hear Syrinscape’s fictional “background noise,” but not the background noise in my actual physical home environment.)
Idea: I set up my own Foundry server, and I’m trying out various ways of integrating voice and video into Foundry. I’ve got the Jitsi thing up and running, at the moment, but it looks like doing Foundry’s built-in A/V chat wouldn’t be too tough, either. In either case, it occurs to me that I could
- Make a false player account “SyrinscapeAudio”
- Install and run Syrinscape Online Player on my server
- Have the server open a browser and log in to the SyrinscapeAudio player account
- Have the server pipe Syrinscape Online Player’s output into the SyrinscapeAudio player account’s mic input
- As GM, control the SyrinscapeAudio account’s output through the Syrinscape Master Interface in another browser tab
For my use-case, the biggest remaining issue would be that players wouldn’t be able to independently control the ambient sound volume, separately from the volume of other participants’ voice channels. (I have a couple players with differences in sensory processing who prefer the ambient sound to be much quieter than the voice channel.) It looks as though controlling the volume by-participant is possible in Jitsi, but I haven’t played around with the Foundry module enough yet to figure out whether that’s implemented there. I realize that this also wouldn’t integrate Syrinscape’s sounds into the “ambient sound” functionalities on Foundry, but that’s a whole can of worms.
I’m not a programmer or a web developer. (I’m just a Mechanical Engineer who knows a bit about programming.) I haven’t peeked under the hood much with Foundry to see what the module API allows. With that caveat established, it seems like it should be possible to do some variation on this basic klugey idea as a module. Heck, if there were a CLI version of the Syrinscape Online Player with some kind of rudimentary API for login, registration, and volume control, a Foundry module might just be able to wrap it completely and make it an audio source. (Obviously, the “pie in the sky” vision would be a module that outright replaces the guts of Foundry’s ambient sound functionalities with a wrapped version of Syrinscape Online Player and, for the GM, a dedicated ecosystem of widgets that automate Syrinscape Master Interface API calls for mood changes or one-shots, but, even if the obvious “business survival” issues were successfully navigated, I don’t think Foundry’s existing module API could support a fundamental change like that at the moment.)
Anyways, I don’t thiiink? the basic klugey idea breaks anyone’s TOS? Does it? It seems like the schema protects and paid-account-locks Syrinscape’s IP secret sauce, which is, afaik, mostly the sound cuing, queuing, looping, volume-balancing, volume-fading, etc. that creates (I can’t stress this enough) SUCH AN AMAZING immersive ambient sound tapestry. (Seriously, this product is SO GOOD.)