Difference between revisions of "LlPlaySound"
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(Added llStopSound to helpers) |
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{{LSL DefineRow||[[llPlaySoundSlave]]}} | {{LSL DefineRow||[[llPlaySoundSlave]]}} | ||
{{LSL DefineRow||[[llSetSoundQueueing]]}} | {{LSL DefineRow||[[llSetSoundQueueing]]}} | ||
{{LSL DefineRow||[[llStopSound]]}} | |||
|also_events | |also_events | ||
|also_tests | |also_tests |
Revision as of 09:43, 30 January 2010
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
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 )
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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.
- If multiple sound emitters play the same exact sound within range of the viewer an echo effect can be produced.
- It is impossible to play two (or more) sounds at the same time and have them start playing at exactly the same time ~ VWR-15663
Examples
<lsl> default
{ state_entry() { llPlaySound("some_sound",1.0); } }</lsl>
See Also
Functions
• | llTriggerSound | – | Plays a sound unattached. | |
• | llTriggerSoundLimited | |||
• | llLoopSound | – | Plays a sound attached. | |
• | llLoopSoundMaster | |||
• | llLoopSoundSlave | |||
• | llPlaySoundSlave | |||
• | llSetSoundQueueing | |||
• | llStopSound |