Audio Test

From Second Life Wiki
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.


[AudioTest]

[VERSION] 0.1

[LENGTH] 00:60

[TESTERS] 2

[OVERVIEW] To test the audio functionality of the client

[SETUP] 2 testers, Ability to purchase 3 adjacent parcels or split 1 larger one into 3.

[*]

[Triggered Localized Sounds]

[*]

[0010] Tester 1: Right-click on the ground, then select CREATE and rez a default cube prim.

[0020] Tester 1: Right-click on the Cube, then select Edit.

[0030] Tester 1: In the Edit Window, select the Content Tab. Keep Edit Window open.

[0040] Tester 1: Open your inventory, Left-click on Create from Inventory toolbar and select 'Create Script'.

[0050] Tester 1: Double Left-click on the New Script to open it. Copy and insert the Script, then select Save. Close Script Window.

[SCRIPT] llPlaySoundScript

[0060] Tester 1: Right-click on the New Script and select Rename. Rename New Script to "Triggered Localized Sounds Test"

[0070] Tester 1: Drag and Drop the renamed script from your Inventory to the Open Contents folder of the Cube you Rezzed

[0080] Tester 1: Verify it appears in the Contents List

[0090] Tester 1: Close the Edit Window

[0100] Tester 1: Verify you can see "llPlaySound" written in hovertext above the prim

[0110] Tester 1: Left-click on the Prim Box

[0120] Tester 1: Verify you hear a sound clip.

[0130] Tester 1: Right-click on the Cube, then select Edit

[0140] Tester 1: In the Edit Window, select the Content Tab.

[0150] Tester 1: Open the script in the Prim Contents, change the line

llPlaySound("cf6d864b-b642-60a3-0a3c-83d15bf099ea", 0.5);//Soundtrack 1

To the following:

llPlaySound("cf6d864b-b642-60a3-0a3c-83d15bf099ea", 1);//Soundtrack 1

[0160] Tester 1: Notice the only thing to change is the 0.5 to 1, this is the volume of the sound clip, 1 being full, 0 being silent, feel free to test various settings for this.

[0170] Tester 1: Once changed, click save, close the script window and close edit.

[0180] Tester 1: Verify you noticed a change in volume, ie from 0.5 (half) to 1 (full) you should notice an increase.

[0190] Tester 1: Delete the Created Prim

[*]

[Looping Sounds - llLoopSound()]

[*]

[0230] Tester 1: Right-click on the ground, then select CREATE and rez a default cube prim.

[0240] Tester 1: Right-click on the Cube, then select Edit.

[0250] Tester 1: In the Edit Window, select the Content Tab. Keep Edit Window open.

[0260] Tester 1: Open your inventory, left-click on Create from Inventory toolbar and select 'Create Script'.

[0270] Tester 1: Double left-click on the New Script to open it. Copy and insert the Script, then select Save. Close Script Window.

[SCRIPT] llLoopSoundScript

[0280] Tester 1: Right-click on the New Script and select Rename. Rename New Script to "Loop Sound Test"

[0290] Tester 1: Drag and Drop the renamed script from your Inventory to the Open Contents folder of the Cube you Rezzed

[0300] Tester 1: Verify it appears in the Contents List

[0310] Tester 1: Close the Edit Window

[0320] Tester 1: Verify you can see "llLoopSound" written in hovertext above the prim

[0330] Tester 1: Left-click and HOLD Click on the Prim Box

[0340] Tester 1: Verify you hear a sound clip looping over and over.

[0350] Tester 1: Release the Left Mouse Button

[0360] Tester 1: Verify the Sound Stops

[0370] Tester 1: Delete the Created Prim

[*]

[Synced Looping Sounds - llLoopSoundMaster()]

[*]

[0380] Tester 1: Right-click on the ground, then select CREATE and rez a default cube prim.

[0390] Tester 1: Right-click on the Cube, then select Edit.

[0400] Tester 1: In the Edit Window, select the Content Tab. Keep Edit Window open.

[0410] Tester 1: Open your inventory, left-click on Create from Inventory toolbar and select 'Create Script'.

[0420] Tester 1: Double left-click on the New Script to open it. Copy and insert the Script, then select Save. Close Script Window.

[SCRIPT] llLoopSoundMasterScript

[0430] Tester 1: Right-click on the New Script and select Rename. Rename New Script to "Loop Sound Master Test"

[0440] Tester 1: Drag and Drop the renamed script from your Inventory to the Open Contents folder of the Cube you Rezzed

[0450] Tester 1: Verify it appears in the Contents List

[0460] Tester 1: Close the Edit Window

[0470] Tester 1: Verify you can see "llLoopSoundMaster" written in hovertext above the prim

[0480] Tester 1: Left-click and HOLD Click on the Prim Box

[0490] Tester 1: Verify you hear a sound clip looping over and over.

[0500] Tester 1: Release the Left Mouse Button

[0510] Tester 1: Verify the Sound Stops

[0520] Tester 1: Leave the Created Prim

[*]

[Synced Looping Sounds - llLoopSoundSlave()]

[*]

[0530] Tester 1: Right-click on the ground, then select CREATE and rez a default cube next to the llLoopSoundMaster Prim.

[0540] Tester 1: Right-click on the Cube, then select Edit.

[0550] Tester 1: In the Edit Window, select the Content Tab. Keep Edit Window open.

[0560] Tester 1: Open your inventory, left-click on Create from Inventory toolbar and select 'Create Script'.

[0570] Tester 1: Double left-click on the New Script to open it. Copy and insert the Script, then select Save. Close Script Window.

[SCRIPT] llLoopSoundSlaveScript

[0580] Tester 1: Right-click on the New Script and select Rename. Rename New Script to "Loop Sound Slave Test"

[0590] Tester 1: Drag and Drop the renamed script from your Inventory to the Open Contents folder of the Cube you Rezzed

[0600] Tester 1: Verify it appears in the Contents List

[0610] Tester 1: Close the Edit Window

[0620] Tester 1: Verify you can see "llLoopSoundSlave" written in hovertext above the prim

[0630] Tester 1: Left-click and HOLD Click on the Prim Box

[0640] Tester 1: Verify you hear nothing from the prim

[0650] Tester 1: Release the Left Mouse Button

[0660] Tester 2: Left-click and HOLD Click on the llLoopSoundMaster Prim Box

[0670] Tester 2: Verify you both hear the llLoopSoundMaster Sound Looping

[0680] Tester 1: While Tester 2 Is Still Clicking The Master Prim Left-click and HOLD Click on the llLoopSoundSlave Prim Box

[0690] Tester 1: Verify you both hear a new sound looping as well as the original.

[0700] Tester 1: Release the mouse buttons and Verify the sounds Stop

[0710] Tester 1: Leave the Created Prims

[*]

[Synced Non-looping Sounds - llPlaySoundSlave()]

[*]

[0720] Tester 1: Right-click on the ground, then select CREATE and rez a default cube next to the llLoopSoundMaster Prim.

[0730] Tester 1: Right-click on the Cube, then select Edit.

[0740] Tester 1: In the Edit Window, select the Content Tab. Keep Edit Window open.

[0750] Tester 1: Open your inventory, left-click on Create from Inventory toolbar and select 'Create Script'.

[0760] Tester 1: Double left-click on the New Script to open it. Copy and insert the Script, then select Save. Close Script Window.

[SCRIPT] llPlaySoundSlaveScript

[0770] Tester 1: Right-click on the New Script and select Rename. Rename New Script to "NonLoop? Sound Slave Test"

[0780] Tester 1: Drag and Drop the renamed script from your Inventory to the Open Contents folder of the Cube you Rezzed

[0790] Tester 1: Verify it appears in the Contents List

[0800] Tester 1: Close the Edit Window

[0810] Tester 1: Verify you can see "llPlaySoundSlave" written in hovertext above the prim

[0820] Tester 1: Left-click and HOLD Click on the Prim Box

[0830] Tester 1: Verify you hear nothing from the prim

[0840] Tester 1: Release the Left Mouse Button

[0850] Tester 2: Left-click and HOLD Click on the llLoopSoundMaster Prim Box

[0860] Tester 2: Verify you both hear the llLoopSoundMaster Sound Looping

[0870] Tester 1: While User B: Is Still Clicking The Master Prim Left-click and HOLD Click on the llPlaySoundSlave Prim Box

[0880] Tester 1: Verify you both hear a new sound play only once.

[0890] Tester 1: Release the mouse buttons and Verify the sound Stop

[0900] Tester 1: Delete all the Created Prims

[*]

[Wind noise - Limited distance sound effect]

[*]

[NOTE] You will hear this sound only if you are within a 4x4x4m space centered around the scripted object.

[*]

[0910] Tester 1: Right-click on the ground, then select CREATE and rez a default cube prim.

[0920] Tester 1: Right-click on the Cube, then select Edit.

[0930] Tester 1: In the Edit Window, select the Content Tab. Keep Edit Window open.

[0940] Tester 1: Open your inventory, left-click on Create from Inventory toolbar and select 'Create Script'.

[0950] Tester 1: Double left-click on the New Script to open it. Copy and insert the Script, then select Save. Close Script Window.

[SCRIPT] llTriggerSoundLimitedScript

[0960] Tester 1: Right-click on the New Script and select Rename. Rename New Script to "Wind Noise Test"

[0970] Tester 1: Drag and Drop the renamed script from your Inventory to the Open Contents folder of the Cube you Rezzed

[0980] Tester 1: Verify it appears in the Contents List

[0990] Tester 1: Close the Edit Window

[1000] Tester 1: Verify you can see "llTriggerSoundLimited" written in hovertext above the prim

[1010] Tester 1: Verify your Standing within a 4x4x4m space centered around the Prim Box

[1010] Tester 1: Left-click on the Prim Box

[1020] Tester 1: Verify you hear the sound play from the object.

[1030] Tester 1: Walk about 10m away from the object

[1040] Tester 1: Left-click on the Prim Box

[1050] Tester 1: Verify you DONT hear the sound play from the object.

[1060] Tester 1: Delete the Prim Box

[*]

[Streaming Audio]

[*]

[1070] Tester 1: Claim 3 adjacent parcels, A1, A2, B.

[1080] Tester 1: Grab a music URL from shoutcast.com. (Click a "tune in" button, save the .pls file, and snag a URL from it)

[1090] Tester 1: Open the About Land floater for A1 and add a URL to the Music URL in the options tab. Add the same URL to parcel A2. Put a different music URL in parcel B.

[1100] Tester 1: Walk onto parcel A1. If this is the 1st time you walked onto a parcel with music, a dialog should pop up asking you if you wish to play streaming music. Click play.

[1110] Tester 1: Verify you hear the audio. Adjust the sound to half with the onscreen volume control. Click the stop button and verify the music stops.

[1120] Tester 1: Exit and Re-enter parcel A1. Verify the music started again and is at half volume.

[1130] Tester 1: Walk to adjacent parcel A2. The music should continue playing un- interrupted.

[1140] Tester 1: Walk to parcel B. Verify the music from parcel B plays.

[1150] Tester 1: Turn off "Play streaming music when available" in the Audio/Video tab of the Preferences. Walk around the parcels and verify the music does not play.

[1160] Tester 1: Restore your settings

[*]

[Restrict spatialized sound to this parcel]

[*]

[1170] Tester 1: Go to parcel A1 and turn on "Restrict spatialized sound to this parcel" from the Media tab of the About Land floater.

[1180] Tester 1: Clear the Music URL from the media tab under the same window. and close the window.

[1190] Tester 1: Verify the music has stopped.

[1200] Tester 1: Put a noisy object on the parcel.

[1210] Tester 1: Verify you can hear the object while you are on the parcel, but cannot hear it when you step off the parcel.

[1220] Tester 1: Step back onto the parcel and move the noisy object off the parcel.

[1230] Tester 1: Verify you cannot hear the object. [*]

[Sound when minimized]

[*]

[1240] Tester 1: Stand on a parcel A2 with many noisy objects and streaming audio playing.

[1250] Tester 1: Check "Mute Audio When Minimized" is ticked in the Audio/Video tab of the Preferences

[1250] Tester 1: Minimize SL.

[1260] Tester 1: All sounds and streaming music should stop.

[END]

[llPlaySoundScript]

default 
{ 
state_entry() 
{ 
llSetText("llPlaySound",<1,1,1>,1); 
} 

touch_start(integer total_number) 
{ 
llPlaySound("cf6d864b-b642-60a3-0a3c-83d15bf099ea", 0.5);//Soundtrack 1 
}
}


[llLoopSoundScript]

default 
{ 
state_entry() 
{ 
llSetText("llLoopSound",<1,1,1>,1); 

} 

touch_start(integer total_number) 
{ 
llLoopSound("1bf70184-e383-1493-4e7f-25ff1155f953", 1); //Sneeze female 
} 

touch_end(integer num_detected)
{
llStopSound();
} 
}


[llLoopSoundMasterScript]

// llLoopSoundMaster() 
integer iLoop = -1; 
default 
{ 
state_entry() 
{ 
llSetText("llLoopSoundMaster",<1,1,1>,1); 

} 

touch_start(integer total_number) 
{ 
// if (iLoop == 1) 
llLoopSoundMaster("f7ab57e1-299e-7828-3aa5-0a37f5ec19db", 1);//Sexy Looking good Female 
// iLoop *= -1; 
} 

touch_end(integer num_detected)
{
llStopSound();
} 
}


[llLoopSoundSlaveScript]

// llLoopSoundSlave() 
integer iLoop = -1; 
default 
{ 
state_entry() 
{ 
llSetText("llLoopSoundSlave",<1,1,1>,1); 

} 

touch_start(integer total_number) 
{ 
// if (iLoop == 1) 
llLoopSoundSlave("71a2b035-8a33-9cb3-e71b-895b515d119f", 1);//Bugle "charge" 
// iLoop *= -1; 
} 

touch_end(integer num_detected)
{
llStopSound();
} 
}


[llPlaySoundSlaveScript]

// llPlaySoundSlave() 
default 
{ 
state_entry() 
{ 
llSetText("llPlaySoundSlave",<1,1,1>,1); 
} 

touch_start(integer total_number) 
{ 
llPlaySoundSlave("94ce2002-fc73-28b0-340c-c96c2f613d68", 1);//Soundtrack 3 
} 
}