Difference between revisions of "LlPlaySound"
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(also functions llTriggerSoundLimited) |
(<lsl> example) |
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**To play a sound inworld from a HUD use [[llTriggerSound]]. | **To play a sound inworld from a HUD use [[llTriggerSound]]. | ||
|constants | |constants | ||
|examples=< | |examples=<lsl> | ||
default | |||
{ | |||
state_entry() | |||
{ | |||
llPlaySound("some_sound",1.0); | |||
} | |||
} | |||
</lsl> | |||
|helpers | |helpers | ||
|also_functions={{LSL DefineRow||[[llTriggerSound]]|3=Plays a sound {{HoverText|unattached|The sound does not moves with the prim}}.}} | |also_functions={{LSL DefineRow||[[llTriggerSound]]|3=Plays a sound {{HoverText|unattached|The sound does not moves with the prim}}.}} |
Revision as of 18:28, 31 December 2007
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Summary
Function: llPlaySound( string sound, float volume );86 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Plays attached sound once at volume
• string | sound | – | a sound in the inventory of the prim this script is in or a UUID of a sound | |
• float | volume | – | between 0.0 (silent) and 1.0 (loud) (0.0 <= volume <= 1.0 )
|
Caveats
- If sound is missing from the prim's inventory and it is not a UUID or it is not a sound then an error is shouted on DEBUG_CHANNEL.
- If sound is a UUID then there are no new asset permissions consequences for the object.
- The resulting object develops no new usage restrictions that might have occurred if the asset had been placed in the prims inventory.
- If the object playing the sound is a HUD, the sound is only heard by the user the HUD is attached to.
- To play a sound inworld from a HUD use llTriggerSound.
Examples
<lsl> default
{ state_entry() { llPlaySound("some_sound",1.0); } }</lsl>
See Also
Functions
• | llTriggerSound | – | Plays a sound unattached. | |
• | llTriggerSoundLimited |