Difference between revisions of "LlPlaySoundSlave"

From Second Life Wiki
Jump to navigation Jump to search
m
m
Line 16: Line 16:
{{LSL DefineRow||[[llLoopSoundSlave]]}}
{{LSL DefineRow||[[llLoopSoundSlave]]}}
{{LSL DefineRow||[[llPlaySound]]}}
{{LSL DefineRow||[[llPlaySound]]}}
{{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 move with the prim}}.}}
{{LSL DefineRow||[[llLoopSound]]}}
{{LSL DefineRow||[[llLoopSound]]}}
{{LSL DefineRow||[[llTriggerSoundLimited]]}}
{{LSL DefineRow||[[llTriggerSoundLimited]]}}

Revision as of 02:58, 23 March 2009

Summary

Function: llPlaySoundSlave( string sound, float volume );

Plays attached sound once at volume, synced to next loop of most audible 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.

Important Issues

~ All Issues ~ Search JIRA for related Bugs
   llLoopSoundSlave and llPlaySoundSlave produce no sound.

Examples

See Also

Functions

•  llLoopSoundSlave
•  llPlaySound
•  llTriggerSound Plays a sound unattached.
•  llLoopSound
•  llTriggerSoundLimited

Deep Notes

All Issues

~ Search JIRA for related Issues
   llLoopSoundSlave and llPlaySoundSlave produce no sound.

Signature

function void llPlaySoundSlave( string sound, float volume );