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A visual approach, which is where I would ultimately love to see Maptool go - this is what would make Maptool different than any other media players out there for gaming, because the sound is actually in the environment. This makes managing sound easy for the DM. In this sound library, we also a master controls, so that we can immediately pause, stop, or adjust the volume of all things currently playing. So let say this is called Sound Explorer in there we could have a nice list of sounds in the campaign, and next to each sound, we have sound controls, like volume, pan, repeat, etc. Wave 2: List of assets, like stated, in a draw explorer fashion or library. So, macro control is OK for like the single events, but beyond that, probably not a single source solution for sound. Easiest to do now, but if used extensively, the user would soon find out that sound control will get unwieldly - for example, imagine 7 loops playing, randoms playing, a musical score playing, and you want to turn off the random blacksmith hammering, or people are complaining about volume, and the DM is scrambling around trying to just stop or adjust things.
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In my examples above, that was for an independent, full blown, ambient sound mixer tool, but in Maptool we have a few ways to approach sound, and I think each are needed and could be released in waves, if designed correctly: You're welcome, all depends on how elaborate you want to go with it. I was thinking, maybe some sort of sound table (similar to the image table) would make sense? Thank you for sharing your detailed thoughts on the subject, !
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O Upload, record your own, or get from (they have an API to search and download their content: ) Stop Playing After – checkbox: time value (or) number of plays value.Repeat Interval - checkbox: random time value between A & B.Stop Another Event – checkbox: event chooser.Ědvanced Balance Control (min and max setting).
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Ědvanced Volume Control (min and max setting).ğade Between Songs – checkbox: fade in value, fade out value.Pause Between Songs – checkbox: time value.ğade During Start / Stop – checkbox: fade in value, fade out value. Upload photo that represents the Scene. Has a master on/off/pause switch that stops all events that may be playing. Each event can be turned on and off individually. I will post them in here, if for anything, could be an outline for those who wish to think about implementing sound or even making their own sound tool: I put a lot of thought into sound in the past, and while I don't have my visuals, I did find my notes. However as long as the playSound user function call is carefully defined, we can implement music and sounds now and later change how the sounds work. We might want to change our sound player to something better once the switch to FX occurs.
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The GM could therefore send a zip files of sounds to players, and play those sounds while playing. I propose a function, playSound, that can play the build-in sounds on every client on demand.Įventually, we can augment the function so that it can play files at an arbitrary location. A small library of open source sounds (such as footsteps, doors, rain, etc) would be wonderful, and would not increase the size of the download substantially. I suggest we expend the build-in sounds for MapTool beyond the current dink.mp3 and clink.mp3. I think audio help wonderfully with ambiance, and would be an amazing feature to have. Sounds and music are often requested for MapTool. Use this background music for videos, youtube, etc.Is your feature request related to a problem? Please describe.
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