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Please help a newbie with sound in a mcaro!

Hi guys, I have been using Roll20 (Pro) for about 6 months now, and have recently started dabbling with macros. I am DM'ing a second edition D&D game, and want to create some macros for spells etc. I have written one for the Cure LIght Wounds spell - code below. I know there are many posts regarding sounds from the jukebox etc, but I can't find just what I need. /fx burn-holy @{target|target|token_id} I WANT TO PLAY A 5 SECOND SOUND FILE HERE THAT SITS IN MY JUKEBOX &{template:default} {{name=@{selected|token_name} Cast Cure Light Wounds on @{target|token_name}}}{{HP regained=[[1d8+1]]}} @{target|token_name} save v's DEX for half damage}} I know it might be crude, but it works for the visuals, but I don't know how to add a sound at the same time. Please be gentle all you macro experts, first attempt. Many thanks
!roll20AM --audio,play,nomenu| Gun_Powder_Ignite
Many thanks, I will try it out.
1625765138
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Point of clarification: Peacekeeper's macro requires installing the script Roll20 AudioMaster , which is available through OneClick installation on your API page (since you are a Pro user). Roll20AM requires that you use its commands to build an internal database of your jukebox (since it cannot directly control the jukebox). Once you have installed the script, run these commands: !roll20AM --config,remove !roll20AM --config,import The first line doesn't do anything the first time, but you will need to run both every time you make a change to the jukebox tracks, so it's handy to have on a macro. After that,Peacekeeper's macro should do the trick nicely.
From personal experience, I found that most of my players turn down sound in session to hear me and to watch tv while they stop paying attention.  If the act of making all of those macros is alot of time, you may want to take a step back and ponder to yourself if its really worth those "dev hours" making things that really only you are going to pay attention to.  I started a project similar to yours and wound up scrapping it.  I stick to creature reveal sound effects, trap sound effects, and background noise tracks.  Also players tend to hate being forced to use the target system and queries and generall regard adding those on their sheet an annoyance.  If your players are fine with the extra clicks for aesthetics then by all means go ahead, but before you put in a ton of work, I suggest getting a table vote.  
keithcurtis said: Point of clarification: Peacekeeper's macro requires installing the script Roll20 AudioMaster , which is available through OneClick installation on your API page (since you are a Pro user). Roll20AM requires that you use its commands to build an internal database of your jukebox (since it cannot directly control the jukebox). Once you have installed the script, run these commands: !roll20AM --config,remove !roll20AM --config,import The first line doesn't do anything the first time, but you will need to run both every time you make a change to the jukebox tracks, so it's handy to have on a macro. After that,Peacekeeper's macro should do the trick nicely. Many thanks Keith, I have installled the Roll20 Audio Master, and saw these instructions where you responded to someone elses post. I will run it each time I change jukebox.
DM Eddie said: From personal experience, I found that most of my players turn down sound in session to hear me and to watch tv while they stop paying attention.  If the act of making all of those macros is alot of time, you may want to take a step back and ponder to yourself if its really worth those "dev hours" making things that really only you are going to pay attention to.  I started a project similar to yours and wound up scrapping it.  I stick to creature reveal sound effects, trap sound effects, and background noise tracks.  Also players tend to hate being forced to use the target system and queries and generall regard adding those on their sheet an annoyance.  If your players are fine with the extra clicks for aesthetics then by all means go ahead, but before you put in a ton of work, I suggest getting a table vote.   I totally agree with everything you have said Eddie, and wouldn't bother normally, but surprisingly this is a direct request from my players to have sounds and visual effects when they use spells - sigh! I managed to sort the visual side of things, by piecing together bits of other peoples macros, but just couldn't understand how to do the sound.
1625775375
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
DM Eddie said: From personal experience, I found that most of my players turn down sound in session to hear me and to watch tv while they stop paying attention.  If the act of making all of those macros is alot of time, you may want to take a step back and ponder to yourself if its really worth those "dev hours" making things that really only you are going to pay attention to.  I started a project similar to yours and wound up scrapping it.  I stick to creature reveal sound effects, trap sound effects, and background noise tracks.  Also players tend to hate being forced to use the target system and queries and generall regard adding those on their sheet an annoyance.  If your players are fine with the extra clicks for aesthetics then by all means go ahead, but before you put in a ton of work, I suggest getting a table vote.   Yeah, we have stopped using sound for ambience or for background music, but use it for events. I have a button I can press which marks a monster as dead and plays the Wilhelm Scream, for instance. In our latest game, every character chose a short theme from a rock song and all players have control over them. They can play them whenever another character does something awesome or inspiration-worthy.
keithcurtis said: DM Eddie said: From personal experience, I found that most of my players turn down sound in session to hear me and to watch tv while they stop paying attention.  If the act of making all of those macros is alot of time, you may want to take a step back and ponder to yourself if its really worth those "dev hours" making things that really only you are going to pay attention to.  I started a project similar to yours and wound up scrapping it.  I stick to creature reveal sound effects, trap sound effects, and background noise tracks.  Also players tend to hate being forced to use the target system and queries and generall regard adding those on their sheet an annoyance.  If your players are fine with the extra clicks for aesthetics then by all means go ahead, but before you put in a ton of work, I suggest getting a table vote.   Yeah, we have stopped using sound for ambience or for background music, but use it for events. I have a button I can press which marks a monster as dead and plays the Wilhelm Scream, for instance. In our latest game, every character chose a short theme from a rock song and all players have control over them. They can play them whenever another character does something awesome or inspiration-worthy. Rock sounds, now you're talking my language. How to introduce an awesome rock track snippet for a natural 20!! Food for thought!
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Edited 1625808458
I use CRL api to play sounds when a natural 1 is rolled on atkdmg templates and natural 20's on atkdmg(players attack rolls).  Sadly I don't know how to get it to work with the various API's that replace sheet templates like powercards.   My personal favorite though is how you can get roll20AM to fire on trap triggers and I set creature reveals as "traps" where they auto reveal to the token layer when the players meet the requirements to see/engage them.  And sometimes combat music plays, othertimes really creepy sounds play.  ANd even more times just general funny sounds can play.  Trex's always play the Trex sound from Jurassic park.   Pro tip, don't use the sound option inside of Its a Trap API, there is an issue with setting a sound, then setting the sound back to "None" where an error fires whenever all your traps fire then.  So I just ignore it and instead fire the roll20am command instead doing the same thing but avoiding the whole null error from that situation.