fantasycalendar / FoundryVTT-Sequencer

This module implements a basic pipeline that can be used for managing the flow of a set of functions, effects, sounds, and macros.
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[BUG] - Sound macro executes with no sound #279

Closed Pentazer closed 1 month ago

Pentazer commented 1 month ago

Describe the bug Sound sequence macro doesn't work?

Full path: A:\Foundry\Data\_TTRPG_Master_Library\SFX\FFVI\SaveTingEcho.wav

new Sequence()
    .sound()
        .file("_TTRPG_Master_Library/SFX/FFVI/SaveTing.wav")
        .fadeInAudio(0)
        .fadeOutAudio(0)
    .play()

According to Sequencer all I should need is this, as copied from the sequencer wiki:

new Sequence()
    .sound()
        .file("Music/Sound_Effects/Phoenix_Cry.wav")
        .fadeInAudio(500)
        .fadeOutAudio(500)
    .play()

I can't really figure out what I may be missing here, if I'm missing anything?

To Reproduce Steps to reproduce the behavior: Type up macro. Click "execute macro"

Expected behavior Plays the save ting wav file.

Screenshots image

Setup:

Active modules:

Additional context If I write the path improperly so as to ensure a failure to find the file, it does indeed fail and produces an error: foundry-esm.js:51491 Failed to load audio element "_TTRPG_aster_Library/SFX/FFVI/SaveTing.wav" Note the missing M in Master.

If the file is correctly sourced, no error occurs, but no sound plays. If play the exact same sound using Automated animations it plays in foundry, which confirms foundry is playing audio, the file works and the directory functions.

Lui-Sin commented 1 month ago

This also happens in version 3.2.8 so it must be a bug introduced in that patch or earlier. In my case I'm using Foundry version 11.315 Stable.

MrVauxs commented 1 month ago

This likely has been fixed in the next version. https://github.com/fantasycalendar/FoundryVTT-Sequencer/commit/a3edc36bc6a8756b9fe180f3ab4f9e7495444be5#diff-c1dda753dc3c6ae4b1e110376cf26240179cb9a045d9991b466ee08473204cabR6

Haxxer commented 1 month ago

Fixed in 3.2.12