![]() ![]() The radius of the area of effect for the Ambient Sound, expressed in distance units. Repositioning the sound in the scene also changes these values automatically. ![]() All newly created sounds have these fields automatically filled in based on where in the scene the sound was created. The x/y coordinates for the center of the Ambient Sound area of effect give the precise location of the emitter in a scene. ogg which allows for seamless looping, but other audio file formats are also supported. Ambient Sounds always repeat on loop, so it is recommended to use a format like. You must choose a path to a valid sound file which plays when Tokens are within the area of effect. The ambient sound configuration screen, shown when first creating an ambient sound, or by double-clicking an existing sound. Players can control the volume level of playing Ambient Sounds using the global Ambient slider in the Playlists tab of the Sidebar. You may also use CTRL+C and CTRL+V commands to copy and paste sounds. To move the position of an existing Ambient Sound you can click and drag its icon to move it. Modifying Placed SoundsĪfter an Ambient Sound has been created, you can edit it later by double clicking on its control icon that is visible when on the Sounds Layer. Please note that this toggle remains even if you switch to a new layer. This is useful for quickly checking how a scene would sound based on current ambient sound placement and settings. While this is toggled your mouse cursor will be treated as an actor on the canvas, allowing you to hear sounds based on where it is in the scene. Once an Ambient Sound has been created, you can toggle the preview audio feature from the Sounds Layer tool bar. Once an Ambient Sound has been created, you can mute/un-mute it by right-clicking on the icon for the emission point when on the Sounds Layer. ![]() Please note that you must select a sound file to play in order to complete the creation, if you close the configuration window without specifying a sound file, it will cancel creation of the ambient sound.įor information on what file types can be used and how audio assets should be encoded, see the Media Optimization Guide article. Once configured, the chosen sound will loop endlessly for any controlled tokens in the sound area. The Sound Configuration shown in the following figure and its configuration options are explained below. This will open the Sound Configuration window which allows you to configure the sound that will be played. With this tool selected left-click where you want the sound source to be, then drag out the radius for the sound. Creating SoundsĪmbient Sounds are created by using the Draw Ambient Sound tool ( ). Clear Sounds ( ) This button clears all existing sound sources on the scene. Preview Sound ( ) This toggle allows you to use your cursor as a simulated player token, listening to any sounds placed in the current scene. Draw Ambient Sound ( ) This tool allows you to create a new ambient sound emitting by clicking on a point in the current scene then dragging out the desired radius for that sound. This opens the tool palette, and displays all existing sound emitters on the current scene and their areas (if there are any) allowing you to create new sound emitters or manipulate existing wall segments. The Sound Controls panel can be opened by clicking on the music note icon ( ) on the left-hand side of the user interface. Sound Controls Sound Controls Tool Palette Create an Ambient Sound using a left-mouse drag workflow on the Sounds Layer. This can be useful for environmental features like a waterfall or a crackling campfire which your players will be able to hear when their Tokens are nearby. ![]() I Accept I Do Not Accept Ambient Sounds Overviewįoundry Virtual Tabletop allows for local ambient sound effects which are audible when player-controlled Tokens move into its area of effect. Please confirm your understanding and acceptance of these policies to proceed. To use the website you must agree to our Privacy Policy and Terms of Service. The Foundry Virtual Tabletop website uses cookies to store and identify your user session. Certain website features will be disabled or will not work as expected unless JavaScript is enabled. Your web browser has JavaScript disabled which is required in order to properly use the website. ![]()
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