llLoopSound

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Revision as of 11:48, 20 July 2009 by EddyFragment Robonaught (talk | contribs) (I'll experiment and see what happens if the second call is made from other scripts etc. and post a script to get around it when I work it out.)
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Summary

Function: llLoopSound( string sound, float volume );

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.
  • If a second call to loop the same sound at a different volume is made from within the same script NO volume change is made.
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Examples

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

</lsl>

See Also

Functions

•  llLoopSoundMaster Plays a sound attached indefinitely.
•  llLoopSoundSlave
•  llStopSound Stops playing a looped sound.
•  llPlaySound Plays a sound attached once.
•  llTriggerSound Plays a sound unattached.
•  llTriggerSoundLimited

Deep Notes

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Signature

function void llLoopSound( string sound, float volume );