llLoopSoundMaster

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.

Summary

Function: llLoopSoundMaster( string sound, float volume );

Plays attached sound looping at volume, declares it a sync master.

• 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.
  • This function is affected by the Sound Queueing property of the parent prim - this means it's possible to queue a slave sound prior to starting a master, without having to use more than one prim as an emitter. (See below).
All Issues ~ Search JIRA for related Bugs

Examples

// for an uploaded .wav file called "MasterLoop" in inventory
llLoopSoundMaster("MasterLoop", 1.0);

The script below is an example of how using llSetSoundQueueing affects the interaction between master and slave sounds. In the example, it is used to run a car engine.

integer playState; //see LUT below.

list lut = ["Engine start, idle.","Accelerate, speed loop.","Decelerate, idle.", "Idle, stop"];

default
{
    state_entry()
    {
        llSetSoundQueueing(TRUE); //Set this so the we don't skip the 1st 'slave' sound.
    }

    touch_start(integer total_number)
    {
        llWhisper(0, "Sound: " + llList2String(lut,playState));
        if(!playState) //start engine.
        {
            llPlaySoundSlave("engine start",1); //This sound is skipped if Sound Queueing is not set.
            llLoopSoundMaster("idle",1);
        }
        else if(playState == 1) //accelerate, then play driving loop
        {
            llPlaySoundSlave("accelerate",1);
            llLoopSoundMaster("speed",1);
        }
        else if(playState == 2) //decelerate to idle.
        {
            llPlaySoundSlave("decelerate",1);
            llLoopSoundMaster("idle",1);
        }
        else //stop the engine.
        {
            llPlaySoundSlave("engine stop",1);
            llSleep(2); //Wait until the above sound completes.
            llStopSound(); //Call this to prevent the master loop from restarting randomly (e.g. upon script reset or region change).
            playState = -1; //This actually resets to 0, as it's incremented below.
        }
        ++playState; //increment playState.
    }
}

The script below can be added to an object, to toggle a SoundMaster on and off. Note that the script requires a sound in inventory called MasterLoop, or you need to change the argument in the function for it to work.

//This integer (actually a boolean) will be used to manage the toggle effect.
integer soundState = FALSE;
//Change MasterLoop to the sound clip you want to use.
string soundClip = "MasterLoop";
default {
    state_entry()
    {
        //Displays red "OFF" as floating text above the prim
        llSetText("OFF", <1,0,0>, 1.0);
    }
    touch_start(integer num_detected)
    {
        //When touched, soundState inverts its current boolean value. 1 becomes 0, 0 becomes 1. 
        soundState = !soundState;
        if(soundState)
        {
            //Run this code when entering soundState 'on'
            //Displays green "ON" as floating text above the prim
            llSetText("ON", <0,1,0>, 1.0);
            llLoopSoundMaster(soundClip, 1.0);
        }else
        {   //Run this code when entering soundState 'off'
            //When touched, stop sound & display red "OFF" as floating text.
            llSetText("OFF", <1,0,0>, 1.0);
            llStopSound();
        }
    }
}

See Also

Functions

•  llLoopSound Plays a sound attached indefinitely.
•  llLoopSoundSlave Plays a sound attached indefinitely, and declares it as a sync slave.
•  llPlaySoundSlave Plays a sound attached once.
•  llSetSoundQueueing Enables the ability to queue sounds.

Deep Notes

Search JIRA for related Issues

Signature

function void llLoopSoundMaster( string sound, float volume );