- Getting Started
- Rolling Dice
Running a Game
- Create Game
- Navigating Astral Maps
- Inviting players to your game
- Game Portal
- Vision Restrictions and Effects (Dynamic Lighting)
- Handouts and Documents
- Initiative Tracker
- Audio Player and Dynamic Audio
- Action Bar
- Game Settings
- Context Menus
- Drawing Tools
- Visual FX
- Character Sheets
- Map Editor
- My Vault
- Available Fonts in Astral
- Supported Files
- Replacing Sheet Pages Without Removing Contents
- Player View: Previewing as a Player
- Astral Performance Optimization
- Using Markdown in Astral
- Getting Best Results with Animated Maps
- Subscription Status, And How It Affects Your Party
- Additional Artistic Resoures Links
- Software Conflict Troubleshooting
- Beta Testing
- Beyond20 - D&DBeyond Integration: Support and Resources
Guides and Tutorials
- Astral Guides and Tutorials
- Community Created Guides
- Official Content
- Publishing on Astral
- Astral Translation Project
- Submit Bug Report
Audio Player and Dynamic Audio
The Difference Between Audio Player and Dynamic Audio
Understanding when to use which audio tool is much easier when you understand the difference between the two. The easiest way to describe it is this: The Audio Player is your global audio, Dynamic Audio is localized In-Game sounds.
These two tools, when used appropriately, can be your most important immersion enhancements available.
The Two Situations
--The party enters the marketplace. The entire courtyard is swarming with citizens from every end of the region conducting their business. You find yourself shoulder to shoulder with the crowd.
Because this sound is coming from all around across every part of the current map, we want to use the global option, the Audio Player. The sound doesn't cease, so we want to play it on loop. The GM may choose to increase the volume so the players have to raise their voices to hear over the crowd.
--The party passes by a blacksmith in the same marketplace, hammering away at a steel blank, trying to fill his quota for the Militia.
For this we would use Dynamic Audio. The hammer striking the anvil is originating from a specific place on the map. As the party draws closer, it should get louder. As they move further away, it should get quieter, eventually being overtaken completely by the sound of the city streets. This is what Dynamic Audio is used for.
As seen above, Dynamic Audio is comprised of audio assets that are placed directly on the map.
The further the party is from the center of the circle, the quieter it will be. You can use resizing along with the custom options to get a very precise, localized sound effect. Combine both Dynamic Audio with the Audio Player for the best of both worlds!
Video Assets With Audio
The final type of localized audio you will deal with as a GM is video asset audio. When using video files that also include audio, extra options will be available in the Map Editor Layers Sidebar when that asset is selected.
These options include volume controls, toggle sound on/off, as well as stopping animation as a whole.
Video assets that also contain audio can be heard from any part of the map.
The Audio Player
For your global audio solution, such as music, or ambient effects, you can load audio into the Audio Player. This is done by navigating to the folder containing audio assets, then dragging those assets into the Audio Player's playlist.
Additional play options are located at the top of the audio player.