-
Notifications
You must be signed in to change notification settings - Fork 6
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
DM was the only one who could hear music #74
Comments
I'm troubleshooting this one too. The headless player seems to work well enough if I log in as a player on my local machine, but my group said they couldn't hear anything until they loaded Syrinscape in a separate tab. Will do some digging around but not sure exactly what to look for in the console |
I never thought of that. Do they have to have an account?
…Sent from my iPhone
On Feb 18, 2023, at 8:30 AM, action-jay ***@***.***> wrote:
I'm troubleshooting this one too. The headless player seems to work well enough if I log in as a player on my local machine, but my group said they couldn't hear anything until they loaded Syrinscape in a separate tab. Will do some digging around but not sure exactly what to look for in the console
—
Reply to this email directly, view it on GitHub<#74 (comment)>, or unsubscribe<https://github.com/notifications/unsubscribe-auth/AHB5T6YB524GZ5GUTXNWFP3WYDTK7ANCNFSM6AAAAAAU6VDLOU>.
You are receiving this because you authored the thread.Message ID: ***@***.***>
|
Ugh, that doesn't sound good. Few questions:
|
Also, what version of Foundry and what version of my module are you using? |
Hi @frondeus! Love this addon. Thanks for looking at this.
Some more clues:
Uncaught (in promise) Error: undefined. User Bri lacks permission to update Playlist [sXVcZslwIcMN9emY]
|
I have used fire fox and chrome
…Sent from my iPhone
On Feb 19, 2023, at 7:08 AM, Wojciech Polak ***@***.***> wrote:
Ugh, that doesn't sound good.
The music should just play. Perhaps there is a bug with session management on my side? (Players do not connect properly to the session created by GM).
Few questions:
* What browsers your players are using?
* Are there any errors in the console?
* Do players have sliders to control volume?
* If yes, does anything happen when they change the volume?
—
Reply to this email directly, view it on GitHub<#74 (comment)>, or unsubscribe<https://github.com/notifications/unsubscribe-auth/AHB5T666YOJAXDHM2CNJTKTWYISOJANCNFSM6AAAAAAU6VDLOU>.
You are receiving this because you authored the thread.Message ID: ***@***.***>
|
Just as an FYI, I was having issues with players not being able to hear audio as well just using the regular syrinscape online player and web app this past week. I needed all of my players to rejoin the syrinscape campaign to get it to work properly again so this may not be an issue directly with your mod. (also, I haven't followed the updates on this mod closely but do I understand correctly that it should work now without the players needing to have a separate app or tab open to syrinscape's players??) |
(yes, the beta version of 0.4.0 has integrated the Syrinscape headless player directly into the foundry. Players do not need separate tab or app anymore) Ooor they should not need it but then we have this bug :) I think I have an idea what went wrong but for the next couple of weeks, I'm bit busy. I hope i can find few hours during the weekend to debug it properly. |
Any updates? |
Sorry, not yet. My personal life was quite demanding in the few past weeks. Everything should go back to normal soon so I can properly debug it :) |
No rush RL first!
…Sent from my iPhone
On Mar 12, 2023, at 12:38 AM, Wojciech Polak ***@***.***> wrote:
Sorry, not yet. My personal life was quite demanding in the few past weeks. Everything should go back to normal soon so I can properly debug it :)
—
Reply to this email directly, view it on GitHub<#74 (comment)>, or unsubscribe<https://github.com/notifications/unsubscribe-auth/AHB5T64LXYZWP4YFD5Z5RCDW3V4ORANCNFSM6AAAAAAU6VDLOU>.
You are receiving this because you authored the thread.Message ID: ***@***.***>
|
Same problem here. I got sound but my players dont. |
I troubleshooted this for a while and it looks like players are sending the wrong auth token for whatever reason, despite having the right auth token available programmatically The thing that finally worked for me was having everyone who couldn't hear sound follow these steps in a test world:
I personally set the auth token to be junk data before these steps for each player but I'm not even sure if that's required. After that sound worked for all of them, even when they switched back to a player and even in another world. My best guess is that #61 or something was attempted to be implemented and the secret api key is only persisted and used correctly as a GM. This is probably hard to debug for the maintainer because, well, they always have logged in as a GM to set the auth token. |
Luke when you say Login as a gamemaster account it means you need to give the the gamemaster permission to the players ? |
You could do it that way, but that's not required, and it's not a permanent thing fortunately. The only reason why your players can't use their regular login privileges is because they need to set the auth token, once, ever and then it should work thereon out even when they switch back to their regular account and priveleges. The reason why I say it's not required to do it that way is because personally I didn't want to give players gamemaster permission on an important world. For this reason I created a new world and enabled only the fvtt-syrin-control module there. Then I had my players follow these steps, they all could login to the default "Gamemaster" account with no password. These were the steps I was trying to explain. Maybe you use the Forge where user management is a bit different? I'm not super familiar with the Forge but in that case, yes you might have to give all your players GM permissions temporarily. I'd expect that it can still be on a new test world though. |
@arcanjl , @Tackian , @action-jay are there by any chance logs on GM browser saying:
? |
Morning @frondeus ! I hopped on to check for the SocketLib entry in the console, and looks like you've fixed this with beta 6. Good work! My players are going to be stoked 🐾 |
Based on the description you've provided this seems to be either a variable scoping problem (variables are either stored in world or in client, with client being stored in cookies). Or, what is more likely, that something in this module is "expecting" to find a client-scope variable (even if empty or garbage) before being able to use the "correct" auth key, which is likely in the world scope. I've run into this variable scoping problem with the LockView module, and the Devs for that module opened up this issue with Foundry proper This issue was closed as duplicate, referencing these issues Not sure if this helpful or not, but the fact that "setting an Auth key" in a garbage/throwaway foundry world got me thinking about this. Cheers, |
Do they put in their own key in or the one who has an account?
…Sent from my iPhone
On Apr 3, 2023, at 8:28 AM, karpana ***@***.***> wrote:
@Tackian<https://github.com/Tackian>
Luke when you say Login as a gamemaster account it means you need to give the the gamemaster permission to the players ?
You could do it that way, but that's not required, and it's not a permanent thing fortunately. The only reason why your players can't use their regular login privileges is because they need to set the auth token, once, ever and then it should work thereon out even when they switch back to their regular account and priveleges.
The reason why I say it's not required to do it that way is because personally I didn't want to give players gamemaster permission on an important world. For this reason I created a new world and enabled only the fvtt-syrin-control module there. Then I had my players follow these steps, they all could login to the default "Gamemaster" account with no password. These were the steps I was trying to explain.
Maybe you use the Forge where user management is a bit different? I'm not super familiar with the Forge but in that case, yes you might have to give all your players GM permissions temporarily. I'd expect that it can still be on a new test world though.
Based on the description you've provided this seems to be either a variable scoping problem (variables are either stored in world or in client, with client being stored in cookies).
Or, what is more likely, that something in this module is "expecting" to find a client-scope variable (even if empty or garbage) before being able to use the "correct" auth key, which is likely in the world scope.
I've run into this variable scoping problem with the LockView module, and the Devs for that module opened up this issue with Foundry proper
foundryvtt/foundryvtt#8828<foundryvtt/foundryvtt#8828>
This issue was closed as duplicate, referencing these issues
foundryvtt/foundryvtt#8227<https://github.com/foundryvtt/foundryvtt/issues/8227>
foundryvtt/foundryvtt#4804<foundryvtt/foundryvtt#4804>
Not sure if this helpful or not, but the fact that "setting an Auth key" in a garbage/throwaway foundry world got me thinking about this.
Cheers,
Karpana
—
Reply to this email directly, view it on GitHub<#74 (comment)>, or unsubscribe<https://github.com/notifications/unsubscribe-auth/AHB5T66LIB52NL4TCKKU4DLW7LNATANCNFSM6AAAAAAU6VDLOU>.
You are receiving this because you were mentioned.Message ID: ***@***.***>
|
To be honest .. not sure... I see this item was closed last week (just noticed) ... |
Yep :) And your investigation is true, the true user scope would prevent this bug from happening (or at least would make it much easier to debug). To anyone else - please update your module to 0.4.0 stable version which fixes the issue. |
So last night I hosted my first game with this, and nobody but me could hear the music. Did I have something switched off? Any thoughts?
The text was updated successfully, but these errors were encountered: