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Fantasy Grounds Sounds

Fantasy Grounds Sounds

MOD (Virtual Tabletop)

Silver sellerFantasy Grounds Sounds


This is a module for use with the Fantasy Grounds VTT software.

Please be aware that this module requires a Syrinscape Adventure Path subscription in order to operate.

Also, the use of two Fantasy Grounds extensions (DOE: Base and DOE: Sound, provided free on the Fantasy Grounds Forums) is required as well.

This module assumes the user has a basic knowledge of the DOE extensions and how they work!

Once installed, this module will provide sounds during Fantasy Grounds play using dynamic URL links that pull sounds from Syrinscape.  There are upwards of 500 sound triggers (spells, attacks, critical hits, fumbles, etc.) and more are being added all the time. Note that future updates are expected, provided without charge.

Sounds can be used on Fantasy Grounds for in-person games, broadcasting through Twitch, or basically in any scenario where sounds are wanted.  Additional support (via YouTube videos) is offered to set up sounds to broadcast on Twitch if you wish.  The instructions for that assume the use of Windows.  Mac information is left up to the user.


Hey, all. So, first things first, I had some input on this module but Rob by FAR did the bulk of the work. I use this every single time I run a game. I LOVE how much more immersive my games are with this.

So, what does it do? This module has more than 500+ chat sounds built into it. What does that mean? It means once you load and activate it, so long as you have a Syrinscape adventure path subscription up and running and you have loaded the DOE: Base and DOE: Sound extensions (and turned on Sounds in the option menu), as a GM, when you run your games, many sounds will trigger solely off of what appears in the Fantasy Grounds chat window. Whether it's an attack, spell, effect, etc., there are so many things that will play without you doing anything!

Also, you can change anything you want for your own use (ie. if you don't like the sound that is triggering from a spell, etc.., just change the sound string!).

One important note so you don't think anything is broken. The "trigger" from the Fantasy Ground chat must be sent over the internet (which is a Fantasy Grounds thing and not anything to do with the module). So, most of the sounds should trigger if the chat in FG is from the player, but it might not if it's from the GM depending on what options you select in FG. Just play around with things and you will figure it out. You can always come to the FG forum and ask Rob or I questions about it as well. Happy to help.

Finally, I would recommend that you create a "silence" sound. You can create one in Syrinscape and then put that string into FG and name it "silence". I like to have that handy in case a sound is triggered which keeps going and going and I want to stop it. It's nice to have a silence button at the ready!

I hope everyone enjoys this module. I know how much time and effort Rob put into this. Shout out to Dulux-Oz for his AMAZING DOE extensions without which (and his awesome cooperation), this module would never have been possible!



I welcome suggestions and feedback.  Please let me know.  And feel free to adjust accordingly.


Any errors found, please let me know, I will publish corrections immediately!

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Reviews (3)
Discussions (10)
Customer avatar
Mark D March 08, 2018 4:03 am UTC
Love the module.

Various weapon attacks are not triggering via the Chatsounds. For example, when making a longsword attack from the character sheet by double-clicking on the dice roll, no sound is triggered. Then I immediately click and drag the text from the chat log, drop it back on the chat log (to create a copy of the text entry), the sound triggers. Any idea why?

Also, when something dies in FG (e.g. 5E), it puts the 'Unconscious' effect on before [STATUS: Dying]. This triggers what I assumed was the Sleep Chatsound. But when I went to go change the Sleep Chatsound so as to not play, it continues to trigger when someone dies. Is there another Chatsound that triggers off of the 'Unconscious' effect? Is there a way to have a true death sound (or no sound) when someone drops to or below 0 HP as opposed to a big yawn and plop that it currently plays?

Thanks again for the mod. Keep up the great work!
Customer avatar
Rob T March 13, 2018 1:34 pm UTC
I'm not sure exactly why those aren't working the way you'd like them to, however, you CAN change each and every sound trigger yourself to make them more to your liking. Instructions on how to do that are in the module.
Customer avatar
Bogdan A December 27, 2017 8:53 pm UTC
Hi Rob,

Great work on this module! I've wanted something like this for some time, just didn't get the time to code it :)

I noticed an issue with the Light spell trigger ("Light"), the spell sound also plays when inflicting damage and the status is changed to Light ("[STATUS] Light"). Fixed it locally by changing the spell trigger to "[CAST] Light". Would be great if you could also update this in the module, so that others will get the fix :)

Looking forward to updates and more modules!
Customer avatar
Rob T December 28, 2017 4:02 am UTC
ThanX for the kind comments and you are quite right. I changed that, and have updated the file.
Customer avatar
Taylre G December 24, 2017 8:23 am UTC
Will this play sounds only locally (for the person who has the syrinscape sub) or will it play sounds on the demo player's end too?
Customer avatar
Rob T December 24, 2017 8:24 am UTC
This plays sounds locally. I know people who have set it up to play on the user end as well, but I do not support that. So I know it's possible, but I cannot offer help on that particular aspect.
Customer avatar
Rick V November 23, 2017 7:14 pm UTC
Really like what you did Rob. I am enjoying using it.
I can change some of the sounds so my background doesn't stop playing when a sounds is played right?
Customer avatar
Rob T November 23, 2017 8:40 pm UTC
Hey Rick thanX. Yup, you can change anything you like by editing or changing the sounds and/or which sound is pulled from Syrinscape.
Customer avatar
Rick V December 03, 2017 11:13 am UTC
Got it ;) The sound for Fearie Fire does not play the instant (or one off) but also puts in the background sounds.
Customer avatar
Rob T December 03, 2017 11:59 am UTC
Not exactly sure what you mean here, but feel free to email me, my email is in the credits on the module.
Customer avatar
Rick V December 12, 2017 10:29 pm UTC
Hope I can make it clear here. If not I will shoot you an email.
So Fearie Fire has an instant (a one-off sounds) but in your library it is linked to a one-off sounds and also a looping sound. This will make all the other music stop, because it is doing that. You don't want your battle music to stop when you are in the middle of a fight.

Also: Do you know where I can find the unconscious sound that happens when a person goes in negative HP? I find that sound very anti climactic but I can't find it in your library. (For the Sleep Spell it is perfect, just not for the unconscious effect )
Customer avatar
Rob T December 12, 2017 10:34 pm UTC
You are free to change any of the sounds you would like, you just need to copy the 3rd party link from Syrnscape and paste it into the sound module (instructions on how to do that are in Dulux-Oz' sound module instructions).

As far as the unconscious sound, it uses the sleep sound.
Customer avatar
Brenton S October 09, 2017 9:20 pm UTC
Which Sound Packs have to be downloaded from Syrinscape?
Customer avatar
Rob T October 09, 2017 9:30 pm UTC
It is clearly stated "Syrinscape Adventure Path subscription" is required.
Customer avatar
Timothy O August 06, 2017 5:47 pm UTC
Could you check the trigger for Auto-Sound Language Chat? It seems 'Language' is misspelled in the trigger event? (and what actually would trigger that?)
Customer avatar
Rob T August 06, 2017 6:30 pm UTC
Indeed there WAS an extra letter in there. ThanX for reporting. I updated the file. It triggers when you chat using any of the drop down languages in the chat window.
Customer avatar
Simon G July 26, 2017 3:47 pm UTC
Hi Rob,

really like what I see (hear!) of this mod, so thanks for that. I do just have a couple of questions/requests... I've noticed that a lot of spell effects sounds are triggered by the 'damage' chat rather than the 'cast' chat? This seems strange to me as I was expecting the spell to make it's sound regardless of whether it actually hits or not. I'm assuming this is a preference call and working as expected? If so, I don't suppose there's a chance for an optional set that triggers spell sounds off of the attack roll rather than damage?

Secondly, I've noticed that often the chat trigger for casting/damage (from) the same spell is different dependant on whether it's a PC or an NPC casting, resulting in inconsistent sound calls, is there any way to address this easily?

Regardless, thanks again for all your work, it's much appreciated.
Customer avatar
Rob T July 26, 2017 5:33 pm UTC

Glad you're using and liking this. You were correct about the triggers being "preferences". As we were testing some things, we decided that hearing the sounds were, of course, very cool. But sometimes hearing the same sound over, and over, and over got kind of "not as cool" so we made the decision to (in some cases) only have certain sounds trigger on a hit. Also, where effects were concerned, some only trigger when the effect is applied, others trigger every time the word comes up in chat. So for example, prone, or paralyzed, or something like that triggers every round as a nice reminder to the DM and player, "oh yeah, still prone", etc.

As far as the inconsistencies between PC or NPC, I'm not sure I ran into that ever, but the good news is if you want certain sounds to act certain ways, you can change the triggers yourself.

Also, I will be making periodic future updates, and if you want to campaign for your ideas on why certain...See more
Customer avatar
Jamie J July 06, 2017 5:11 am UTC
Hello, as another user that buys Syrinscape sound packs, do you have a list of the required soundpacks ?
Customer avatar
Rob T July 06, 2017 6:34 am UTC
There are not any REQUIRED sound packs, you can make use of the ones you have. The file/mod is able to be edited as you see fit using the third party URLs from Syrinscape as described in the DOE manual.
Customer avatar
Jamie J July 06, 2017 8:21 pm UTC
OK, I guess some rewording is in order, as while technically correct, isn't the information I was looking for.

By default, which Syrinscape soundpacks are used, if I wish to use this file, without editing it ?
Customer avatar
Rob T July 06, 2017 8:34 pm UTC
Sorry about that, the way this was built was piecemeal using the entire library of sound sets available. So there's no way to determine specifically which ones were used. This product ASSUMES the Syrinscape subscription (which allows you access to all the Fantasy Sound Sets). But to answer your question directly, I would have to say "mostly all of them". That's the BEST answer I can give. This took over 100 hours to build (a conservative guestimate) by 3 people. No effort was made to keep track of which sound sets were being used. Again, it assumes the user has them all. I hope that helps clarify Jamie.
Customer avatar
Rob T June 26, 2017 6:18 pm UTC
From a potential buyer:

"Hi there! I am very interesting in your sound extension, but still have one big question... Is I really need subscribtion? I bought almost 60% of exist sounds packs in Syrinscape and not wanna to pay for subscription. Can I use your extension without it? Can I change missed sounds? Can I know which sound pack I miss and buy it? Is it will work?"

My response:

That's a good point. I never considered the purchase of sounds separately. So the answer is yes. You can alter any of the sounds yourself. So if one I have programmed to make a certain sound goes to a sound you don't have, you can just alter the URL to one you do have.


Customer avatar
Gabriel C June 25, 2017 7:19 pm UTC
Thank you thank you! been waiting for this!!!
One thing... How do you:
"... create a "silence" sound. You can create one in Syrinscape and then put that string into FG and name it "silence". "
Customer avatar
Rob T June 26, 2017 1:29 am UTC

"Pause" sound added. It basically pushes the pause button in Syrinscape silencing what's playing. File already updated. Enjoy!
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