Difference between revisions of "LlLoopSound"

From Second Life Wiki
Jump to navigation Jump to search
m (Really need to start hitting preview, or do this after I've had some sleep)
m (added llStopSound to the See also section.)
Line 20: Line 20:
{{LSL DefineRow||[[llTriggerSound]]|3=Plays a sound {{HoverText|unattached|The sound does not moves with the prim}}.}}
{{LSL DefineRow||[[llTriggerSound]]|3=Plays a sound {{HoverText|unattached|The sound does not moves with the prim}}.}}
{{LSL DefineRow||[[llTriggerSoundLimited]]}}
{{LSL DefineRow||[[llTriggerSoundLimited]]}}
{{LSL DefineRow||[[llStopSound]]|3=Stops playing a looped sound.}}
|also_events
|also_events
|also_tests
|also_tests

Revision as of 12:57, 2 September 2008

Summary

Function: llLoopSound( string sound, float volume );
0.0 Forced Delay
10.0 Energy

Plays attached sound looping indefinitely 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.

Examples

<lsl> llLoopSound("ambient.wav", 0.5);

</lsl>

See Also

Functions

•  llLoopSoundSlave Plays a sound attached indefinatly.
•  llPlaySound Plays a sound.
•  llTriggerSound Plays a sound unattached.
•  llTriggerSoundLimited
•  llStopSound Stops playing a looped sound.

Deep Notes

Signature

function void llLoopSound( string sound, float volume );