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[Feature] Turn notifications & Sounds #56

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PalaNolho opened this issue Apr 22, 2021 · 4 comments
Open

[Feature] Turn notifications & Sounds #56

PalaNolho opened this issue Apr 22, 2021 · 4 comments
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enhancement New feature or request

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@PalaNolho
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I really like the simplicity of this module and the fact that it has a simple purpose: to help manage who is playing, nothing else.

In order to make it even more awesome, I would like to suggest some addons.

Sound
I think it will be very useful if it would be possible to enable/disable "sounds" for different events in combat. The module could have already some defaults sounds set but it would be nice if it would be customizable (so that every group could choose their own sounds). Of course, all these settings should be configured on GM side (and maybe some on the player side too?).

I think the following sounds would be relevant:

  • Combat Starts - this one would play to everyone but only when combat starts and would replace the "round start" for the first round
  • Round start - this one would play to everyone when a new round of combat starts. IF combat start is not enabled, then it would play when 1st round starts
  • You are next - this one would only play to the owner of the actor that is next in the initiative.
  • Your turn - this would only play to owners of the actor which can play his turn now
  • Combat End - this would play to everyone once the combat ends

Overlay Notification
I think it would be helpful to get a notification to highlight what is happening in the combat. Of course, all these settings should be configured on GM side (and maybe some on the player side too?).

The idea for these notifications would be to be shown at the centre of the canvas to catch the player's attention and alert him. could be a notification that must be manually closed by the user OR it could also close automatically after X sec if the user doesn't close it.

I think the following notifications would be relevant:

  • You are next - this one would only show for the owner of the actor that is next in the initiative.
  • Your turn - this would only show to the owners of the actor which can play his turn now

There are a couple of further restrictions and customization we could suggest regarding what to show to DM and what to now sow to DM since the DM has to manage multiple monsters and may get annoying to ear sounds and notification for every single monster but, that would be also sorted with a config to enable disable certain sounds/notification for the GM controlled actors.

I think these would improve this module a lot and would make it perfect and contained (so that we don't need to install multiple different modules because, one adds notification,s the other sounds, the other chat msg, the other a token highlight, etc...

Hope it helps 👍

@kckaiwei
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Yeah, sound notifications is a really good idea. I usually run my games with discord for ambience/background sound, so never really considered utilizing the FoundryVTT's sound. I'll make room for it in the queue somewhere.

@kckaiwei
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This may become a larger issue in the future. I've worked at a prototype for this feature, but part of the issue is that there's no direct capability to play a sound for only one specific player in Foundry at the moment. There may be a workaround, which I'm still looking for, but this feature will effectively be on hold until I can figure something out, or Foundry adds support to directly audio for specific players.

The only work around I have would be playing an ambient sound with a radius of 0 on the player in question, so only they hear it, but if tokens are stacked, both players would hear the sound. It's not exactly an ideal solution.

@kckaiwei kckaiwei added enhancement New feature or request on hold unable to be completed for some reason labels May 23, 2021
@PalaNolho
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I have seem some other modules do something similar (where sounds are played on the GM side and individual player side separately.

Maybe it will give you inspiration in how to sort it out?

@kckaiwei
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kckaiwei commented Jun 2, 2021

Wow, I really misunderstood how AudioHelper works after reading monks-little-details. Yeah this should totally be doable, got a default sound working already, and will look to get something fleshed out.

#67

Thanks for pointing that module out for me @PalaNolho

@kckaiwei kckaiwei removed the on hold unable to be completed for some reason label Jun 2, 2021
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