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[Request] Play Sound through macros (GM and Player)

I would like to request the ability for a GM to be able to mark uploaded sounds as "usable by player" which can then be played when called from macros. This would be great for stuff like sound effects or songs or whatnot. If there's already a way to do this with the roll20 API please let me know.
+1
Great idea. While totally just fluff, it's really good fluff
1385505082
Sam
Pro
Sheet Author
+1
+1
Waaaaay back in the day, when AOL still existed (yes, I'm that old!), the chatrooms had a feature for playing .wav files... All you had to do was type {S filename (or something like that, it's been a while) and the .wav file would play, provided it was in the recipient's hard drive in a special folder. We had endless fun sending sounds to each other and playing them back and forth. The nice thing about it was there was no lag; the instant the command came up the file was played. All you had to do is remember the name of the file you wanted; ie typing {S waah played a crying baby, {S laugh played laughter, and so on. Easy-Peasy. The downside was that each person had to have the same file with the same filename already loaded up in their hard drive. I would love it if R20 could do something like this; as it stands now, I simply never use the jukebox... by the time I've located an appropriate sound file, the point at which it would be appropriate to play it is long past and nobody cares anymore! We need instant sounds, ready at a moment's notice, without having to search through a big list (at best) or trying to find them on the fly through a vague attempt at locating a file by type (at worst). +1 to macro-able sound files!
Bumpin for interest, hoping for dev feedback!
1386470483
Pat S.
Forum Champion
Sheet Author
Not that long ago a fork of Openrpg was being worked on to include that feature also but I'm not using that anymore so I haven't kept up with it.
I have most of my campaign now running through the API. Spells, attacks, damage rolls etc... The only thing that seems to be lacking is automated sound effects and background music linked to specific maps. Dev's could you please allow us to manipulate the jukebox using the API?
Could there be generic sounds also? Like for spells, have a sound similar to thunder or lightning bolt in skyrim, and the same for other types. The clashing of a sword if it misses (tied to a roll number, 10 or less would be the normal miss ratio) or the satisfying sound of a sword driving through your enemies (a crit).
That's basically what I'm asking for... a library of 'generic sounds' that can be pulled up instantly, either tied into macros or manually as needed through a typed interface. INSTANT access, to avoid the immersion-breaking "Ok you hit and... hang on... jukebox... search... type in clang... this looks good... no wrong type of clang, how about... ok that sounds good. Put into jukebox. Play for everyone" "CLANG!" "It's a hit!" "what's a hit?" "What's he talking about" "Remember five minutes ago your character swung his sword?" "Oh yeah, but we're talking to the priestess now." "Right, but we gotta have sound effects!" "Yawn I'm goin' to bed y'all"
I like this. Playing Shadowrun and Vampire, it would be nice to have, for instance, gun fire sounds that I can add to my attack macros and such.
I set up token action macros for all my players characters, and am about to become a supporter. I would love to have the sounds of swords clashing or fireballs being thrown whenever these buttons are pushed (obviously i would have to prewrite the script into the macro). great idea. +1
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Edited 1389803053
DXWarlock
Sheet Author
API Scripter
I agree, I looked around for like 20 minutes on the API, and tried every java playsound callback I could find trying to add a sound to the API, both calling a effects name in my list, and a direct URL link to the sound..no luck :( If not in macros, at least the ability to call a sound in your list by name from the API would be much more helpful than me scrolling thru my list of 90 sounds trying to play them as I find them..usually 5-10 seconds too late..lol