We are excited to announce the Syrinscape Web Player!

@jenskrijgsman Here’s how to use the old Online Player - https://syrinscape.com/online/

However, we are aware of some performance issues that have been affecting web and online player, which would manifest as latency between triggering and hearing a sound.

We have made some changes a few hours ago that we hope has improved the situation significantly, and we are continuing to investigate.

Are you still experiencing long delays between triggering and hearing a sound?

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I keep testing when I can and I think the updates you made seem to be making a difference for me. Seems more responsive and I keep trying different browsers and so far firefox seems to have the least “clicks” when transitionioning moods. When using Chrome and Edge I seem to hear a click most times (one click) when transitioning moodes. With firefox so far I am not.

Thanks for the continued work!

I have noticed slight lag in Chrome (less than it was at the beginning), but not the clicking sound you talked about.
I can also confirm that Chrome goes up to about 40% CPU usage with the player, while FireFox seem to cap at around 20% and works much faster, so it seems better to work with FireFox when using the online web player.

With me it depends what moods playing.

Drider battle from D&D sends my cpu up to 70% plus.

Ambient tavern mood is about 35%.

I’m seriously thinking of upgrading. Sounds like a silly question but would simply getting a faster CPU handle it better?

Currently a Mac 2017 intel 5 quad core.

There DOES seem to be some pain point with Mac 2017s. I’ve definitely heard that model mentioned a few times by people having a hot run.

Note: we ARE looking into performance and there is quite a lot of potential to reduce the load on some machines… so stay tuned for stuff in that area from us.

Though: for the moment we are looking still at MUCH more critical server (latency etc) stuff. :bug: :hammer: We have made some quite good progress, but there is more to do… and a few regressions to fix up (in sound creation stuff). :slight_smile:

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Awesome, thank you soooo much :slight_smile:
Finally the players do not need to register and install player-app anymore. For the amount of oneshots I’m GM’ing this is so great.
So I don’t need to use audiohijack + ground control any more :slight_smile:

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This one is a bit weird, but as part of trying to experiment with stuff in Foundry, it would be interesting to have the ability to run multiple, separate players. I was hoping the “New Game” button would result in completely separate audio, but alas. What I’m thinking of is something like:

Create one Syrinscape “game” per player. Mute the audio in all bar one of the games (or possibly all games). Then have Foundry control the sounds for each player - syncing the overall area theme, and then activating/deactivating smaller “ambient” sounds as needed.

I’m not sure how well this would work in practice, and from what else I’m reading in this thread, trying to run 4 or 5 or more players at the same time would murder your CPU, but I think it would be interesting to experiment.

@ipsi Thanks for your suggestion. The idea of per-user audio has come up a few times, but there’s a lot of work that would need to go into it and a few ways we could approach it that need to be fully considered, and it has not yet reached the top of our priority list.

In the meantime, there would be a few immediate issues with having each player be in their own distinct game and having Foundry try to coordinate all the games:

  • Each user would hear different sound even when Foundry triggers the same mood or element, because each element has a randomised sample playlist and spatialisation (according to the element config).

  • Each user would need to be authorised to access the moods and elements being triggered. Typically this is handled by way of users joining the GMs game, who is authorised to access the content. But you could experiment with distinct anonymous games and our 20+ free soundsets.

On the CPU front, I imagine each user would be running their own web player on their own machine. The GM/Foundry would just need to send the appropriate start/stop mood/element commands to the right game, but wouldn’t need to run a web player for each game.

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It is very confusing how to start the web player, when you are logged in or not and when master interface is used without the online player… Can’t you streamline everything into single interface and have this green button Enable/Disable the web player?

How do I turn it off? It is WAAAAY too glitchy. Need to go back to the online player but they are both trying to play at the same time now.

Believe me when I say that I’m not technically minded at all and I’m sorry if this comes across as condescending but I promise I’m just trying help.

So my advice is just simply don’t access the web player.
Only open the master controller and have the players open their player apps.

You can just mute the app.syrinscape.com tab or go to syrinscape.com/online/master/ which does not have an embedded web player.

Love the new Webplayer tested it last week with my group. Works well, with the new player does that allow you in the future to program the player ability to have their own one shot sound they could get off. It be great to see say roles where the player playing a Mage has a selection of spells, or the fighter has a number of weapon sounds they can one shot, without GM interaction.

Do you use Foundry?

You can set up macros to go off when a player uses a fire type spell to set of a fire type one shot.

I’ve also set up the Wilhelm Scream to go off when a monster or NPC reaches zero hp.

Hello dear users, i’m going to Re activate my subscription now that there is a great web player. One question : i’m currently trying it for free with access to all the sounds from the different campaigns. Is it a free demo for a precise amount of time ?

It was a free trial just for August 2022.

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Thx Abourius. And if i simply use foundry (the forge) on a webpage, and Syrinscape on another, there is no lag ? i’ve read that at first you encounter some issues.

If you use the Syrincontrol module you don’t even need to have Syrinscape open at all.

What I do is before a session I load up Foundry and play a few sounds, the first few always lag. But it’s like as if you’re building up or strengthening the connection (there’s probably a technical phrase for it) and more often than not it is plane sailing from then on.

I also play Foundry through Kenku fm so the sounds play through a bot into discord.

All players have their web window muted so they can just hear it through discord.

@benjamin Does/should/or will the Web Player play in 5.1/7/1 or just Stereo?

I noticed that when I open two browser tabs and load different soundsets in each one, the sound played is duplicated. This did not happen before the release of Web Player.
I use different tabs to play both official Syrinscape content and my custom content for the campaign I’m running.
Is there any way to disable the Web Player? I’d rather use the app’s interface than have the sound echoing out of sync every time.
Sorry if this is not the correct topic to ask about this issue.