LlTriggerSoundLimited

From Second Life Wiki
Revision as of 03:43, 22 September 2010 by Haravikk Mistral (Talk | contribs)

Jump to: navigation, search

Summary

Function: llTriggerSoundLimited( string sound, float volume, vector top_north_east, vector bottom_south_west );

Plays sound at volume, centered at but not attached to object, limited to the box defined by vectors top_north_east and bottom_south_west

• 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)
• vector top_north_east position in region coordinates
• vector bottom_south_west position in region coordinates

If the object moves the sound does not move with it.
Use llPlaySound to play a sound attached to the object.

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.
All Issues ~ Search JIRA for related Bugs

Examples

See Also

Functions

•  llPlaySound
•  llTriggerSound

Deep Notes

All Issues

~ Search JIRA for related Issues
   llSetSyncTime() - a function for synchronising client side effects

Signature

function void llTriggerSoundLimited( string sound, float volume, vector top_north_east, vector bottom_south_west );