Audio Test

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[AudioTest]

[VERSION] 0.1

[LENGTH] 00:60

[TESTERS] 2

[OVERVIEW] To test the audio functionality of the client

[SETUP] 2 testers, Ability to purchase 3 adjacent parcels or split 1 larger one into 3.

[*]

[Triggered Localized Sounds]

[*]

[0010] Tester 1: Right-click on the ground, then select CREATE and rez a default cube prim.

[0020] Tester 1: Right-click on the Cube, then select Edit.

[0030] Tester 1: In the Edit Window, select the Content Tab. Keep Edit Window open.

[0040] Tester 1: Open your inventory, Left-click on Create from Inventory toolbar and select 'Create Script'.

[0050] Tester 1: Double Left-click on the New Script to open it. Copy and insert the Script, then select Save. Close Script Window.

[SCRIPT] llPlaySoundScript

[0060] Tester 1: Right-click on the New Script and select Rename. Rename New Script to "Triggered Localized Sounds Test"

[0070] Tester 1: Drag and Drop the renamed script from your Inventory to the Open Contents folder of the Cube you Rezzed

[0080] Tester 1: Verify it appears in the Contents List

[0090] Tester 1: Close the Edit Window

[0100] Tester 1: Verify you can see "llPlaySound" written in hovertext above the prim

[0110] Tester 1: Left-click on the Prim Box

[0120] Tester 1: Verify you hear a sound clip.

[0130] Tester 1: Right-click on the Cube, then select Edit

[0140] Tester 1: In the Edit Window, select the Content Tab.

[0150] Tester 1: Open the script in the Prim Contents, change the line

llPlaySound("cf6d864b-b642-60a3-0a3c-83d15bf099ea", 0.5);//Soundtrack 1

To the following:

llPlaySound("cf6d864b-b642-60a3-0a3c-83d15bf099ea", 1);//Soundtrack 1

[0160] Tester 1: Notice the only thing to change is the 0.5 to 1, this is the volume of the sound clip, 1 being full, 0 being silent, feel free to test various settings for this.

[0170] Tester 1: Once changed, click save, close the script window and close edit.

[0180] Tester 1: Verify you noticed a change in volume, ie from 0.5 (half) to 1 (full) you should notice an increase.

[0190] Tester 1: Delete the Created Prim

[*]

[Looping Sounds - llLoopSound()]

[*]

[0230] Tester 1: Right-click on the ground, then select CREATE and rez a default cube prim.

[0240] Tester 1: Right-click on the Cube, then select Edit.

[0250] Tester 1: In the Edit Window, select the Content Tab. Keep Edit Window open.

[0260] Tester 1: Open your inventory, left-click on Create from Inventory toolbar and select 'Create Script'.

[0270] Tester 1: Double left-click on the New Script to open it. Copy and insert the Script, then select Save. Close Script Window.

[SCRIPT] llLoopSoundScript

[0280] Tester 1: Right-click on the New Script and select Rename. Rename New Script to "Loop Sound Test"

[0290] Tester 1: Drag and Drop the renamed script from your Inventory to the Open Contents folder of the Cube you Rezzed

[0300] Tester 1: Verify it appears in the Contents List

[0310] Tester 1: Close the Edit Window

[0320] Tester 1: Verify you can see "llLoopSound" written in hovertext above the prim

[0330] Tester 1: Left-click and HOLD Click on the Prim Box

[0340] Tester 1: Verify you hear a sound clip looping over and over.

[0350] Tester 1: Release the Left Mouse Button

[0360] Tester 1: Verify the Sound Stops

[0370] Tester 1: Delete the Created Prim

[*]

[Synced Looping Sounds - llLoopSoundMaster()]

[*]

[0380] Tester 1: Right-click on the ground, then select CREATE and rez a default cube prim.

[0390] Tester 1: Right-click on the Cube, then select Edit.

[0400] Tester 1: In the Edit Window, select the Content Tab. Keep Edit Window open.

[0410] Tester 1: Open your inventory, left-click on Create from Inventory toolbar and select 'Create Script'.

[0420] Tester 1: Double left-click on the New Script to open it. Copy and insert the Script, then select Save. Close Script Window.

[SCRIPT] llLoopSoundMasterScript

[0430] Tester 1: Right-click on the New Script and select Rename. Rename New Script to "Loop Sound Master Test"

[0440] Tester 1: Drag and Drop the renamed script from your Inventory to the Open Contents folder of the Cube you Rezzed

[0450] Tester 1: Verify it appears in the Contents List

[0460] Tester 1: Close the Edit Window

[0470] Tester 1: Verify you can see "llLoopSoundMaster" written in hovertext above the prim

[0480] Tester 1: Left-click and HOLD Click on the Prim Box

[0490] Tester 1: Verify you hear a sound clip looping over and over.

[0500] Tester 1: Release the Left Mouse Button

[0510] Tester 1: Verify the Sound Stops

[0520] Tester 1: Leave the Created Prim

[*]

[Synced Looping Sounds - llLoopSoundSlave()]

[*]

[0530] Tester 1: Right-click on the ground, then select CREATE and rez a default cube next to the llLoopSoundMaster Prim.

[0540] Tester 1: Right-click on the Cube, then select Edit.

[0550] Tester 1: In the Edit Window, select the Content Tab. Keep Edit Window open.

[0560] Tester 1: Open your inventory, left-click on Create from Inventory toolbar and select 'Create Script'.

[0570] Tester 1: Double left-click on the New Script to open it. Copy and insert the Script, then select Save. Close Script Window.

[SCRIPT] llLoopSoundSlaveScript

[0580] Tester 1: Right-click on the New Script and select Rename. Rename New Script to "Loop Sound Slave Test"

[0590] Tester 1: Drag and Drop the renamed script from your Inventory to the Open Contents folder of the Cube you Rezzed

[0600] Tester 1: Verify it appears in the Contents List

[0610] Tester 1: Close the Edit Window

[0620] Tester 1: Verify you can see "llLoopSoundSlave" written in hovertext above the prim

[0630] Tester 1: Left-click and HOLD Click on the Prim Box

[0640] Tester 1: Verify you hear nothing from the prim

[0650] Tester 1: Release the Left Mouse Button

[0660] Tester 2: Left-click and HOLD Click on the llLoopSoundMaster Prim Box

[0670] Tester 2: Verify you both hear the llLoopSoundMaster Sound Looping

[0680] Tester 1: While Tester 2 Is Still Clicking The Master Prim Left-click and HOLD Click on the llLoopSoundSlave Prim Box

[0690] Tester 1: Verify you both hear a new sound looping as well as the original.

[0700] Tester 1: Release the mouse buttons and Verify the sounds Stop

[0710] Tester 1: Leave the Created Prims

[*]

[Synced Non-looping Sounds - llPlaySoundSlave()]

[*]

[0720] Tester 1: Right-click on the ground, then select CREATE and rez a default cube next to the llLoopSoundMaster Prim.

[0730] Tester 1: Right-click on the Cube, then select Edit.

[0740] Tester 1: In the Edit Window, select the Content Tab. Keep Edit Window open.

[0750] Tester 1: Open your inventory, left-click on Create from Inventory toolbar and select 'Create Script'.

[0760] Tester 1: Double left-click on the New Script to open it. Copy and insert the Script, then select Save. Close Script Window.

[SCRIPT] llPlaySoundSlaveScript

[0770] Tester 1: Right-click on the New Script and select Rename. Rename New Script to "NonLoop? Sound Slave Test"

[0780] Tester 1: Drag and Drop the renamed script from your Inventory to the Open Contents folder of the Cube you Rezzed

[0790] Tester 1: Verify it appears in the Contents List

[0800] Tester 1: Close the Edit Window

[0810] Tester 1: Verify you can see "llPlaySoundSlave" written in hovertext above the prim

[0820] Tester 1: Left-click and HOLD Click on the Prim Box

[0830] Tester 1: Verify you hear nothing from the prim

[0840] Tester 1: Release the Left Mouse Button

[0850] Tester 2: Left-click and HOLD Click on the llLoopSoundMaster Prim Box

[0860] Tester 2: Verify you both hear the llLoopSoundMaster Sound Looping

[0870] Tester 1: While User B: Is Still Clicking The Master Prim Left-click and HOLD Click on the llPlaySoundSlave Prim Box

[0880] Tester 1: Verify you both hear a new sound play only once.

[0890] Tester 1: Release the mouse buttons and Verify the sound Stop

[0900] Tester 1: Delete all the Created Prims

[*]

[Wind noise - Limited distance sound effect]

[*]

[NOTE] You will hear this sound only if you are within a 4x4x4m space centered around the scripted object.

[*]

[0910] Tester 1: Right-click on the ground, then select CREATE and rez a default cube prim.

[0920] Tester 1: Right-click on the Cube, then select Edit.

[0930] Tester 1: In the Edit Window, select the Content Tab. Keep Edit Window open.

[0940] Tester 1: Open your inventory, left-click on Create from Inventory toolbar and select 'Create Script'.

[0950] Tester 1: Double left-click on the New Script to open it. Copy and insert the Script, then select Save. Close Script Window.

[SCRIPT] llTriggerSoundLimitedScript

[0960] Tester 1: Right-click on the New Script and select Rename. Rename New Script to "Wind Noise Test"

[0970] Tester 1: Drag and Drop the renamed script from your Inventory to the Open Contents folder of the Cube you Rezzed

[0980] Tester 1: Verify it appears in the Contents List

[0990] Tester 1: Close the Edit Window

[1000] Tester 1: Verify you can see "llTriggerSoundLimited" written in hovertext above the prim

[1010] Tester 1: Verify your Standing within a 4x4x4m space centered around the Prim Box

[1010] Tester 1: Left-click on the Prim Box

[1020] Tester 1: Verify you hear the sound play from the object.

[1030] Tester 1: Walk about 10m away from the object

[1040] Tester 1: Left-click on the Prim Box

[1050] Tester 1: Verify you DONT hear the sound play from the object.

[1060] Tester 1: Delete the Prim Box

[*]

[Streaming Audio]

[*]

[1070] Tester 1: Claim 3 adjacent parcels, A1, A2, B.

[1080] Tester 1: Grab a music URL from shoutcast.com. (Click a "tune in" button, save the .pls file, and snag a URL from it)

[1090] Tester 1: Open the About Land floater for A1 and add a URL to the Music URL in the options tab. Add the same URL to parcel A2. Put a different music URL in parcel B.

[1100] Tester 1: Walk onto parcel A1. If this is the 1st time you walked onto a parcel with music, a dialog should pop up asking you if you wish to play streaming music. Click play.

[1110] Tester 1: Verify you hear the audio. Adjust the sound to half with the onscreen volume control. Click the stop button and verify the music stops.

[1120] Tester 1: Exit and Re-enter parcel A1. Verify the music started again and is at half volume.

[1130] Tester 1: Walk to adjacent parcel A2. The music should continue playing un- interrupted.

[1140] Tester 1: Walk to parcel B. Verify the music from parcel B plays.

[1150] Tester 1: Turn off "Play streaming music when available" in the Audio/Video tab of the Preferences. Walk around the parcels and verify the music does not play.

[1160] Tester 1: Restore your settings

[*]

[Restrict spatialized sound to this parcel]

[*]

[1170] Tester 1: Go to parcel A1 and turn on "Restrict spatialized sound to this parcel" from the Media tab of the About Land floater.

[1180] Tester 1: Clear the Music URL from the media tab under the same window. and close the window.

[1190] Tester 1: Verify the music has stopped.

[1200] Tester 1: Put a noisy object on the parcel.

[1210] Tester 1: Verify you can hear the object while you are on the parcel, but cannot hear it when you step off the parcel.

[1220] Tester 1: Step back onto the parcel and move the noisy object off the parcel.

[1230] Tester 1: Verify you cannot hear the object. [*]

[Sound when minimized]

[*]

[1240] Tester 1: Stand on a parcel A2 with many noisy objects and streaming audio playing.

[1250] Tester 1: Check "Mute Audio When Minimized" is ticked in the Audio/Video tab of the Preferences

[1250] Tester 1: Minimize SL.

[1260] Tester 1: All sounds and streaming music should stop.

[END]

[llPlaySoundScript]

default 
{ 
state_entry() 
{ 
llSetText("llPlaySound",<1,1,1>,1); 
} 

touch_start(integer total_number) 
{ 
llPlaySound("cf6d864b-b642-60a3-0a3c-83d15bf099ea", 0.5);//Soundtrack 1 
}
}


[llLoopSoundScript]

default 
{ 
state_entry() 
{ 
llSetText("llLoopSound",<1,1,1>,1); 

} 

touch_start(integer total_number) 
{ 
llLoopSound("1bf70184-e383-1493-4e7f-25ff1155f953", 1); //Sneeze female 
} 

touch_end(integer num_detected)
{
llStopSound();
} 
}


[llLoopSoundMasterScript]

// llLoopSoundMaster() 
integer iLoop = -1; 
default 
{ 
state_entry() 
{ 
llSetText("llLoopSoundMaster",<1,1,1>,1); 

} 

touch_start(integer total_number) 
{ 
// if (iLoop == 1) 
llLoopSoundMaster("f7ab57e1-299e-7828-3aa5-0a37f5ec19db", 1);//Sexy Looking good Female 
// iLoop *= -1; 
} 

touch_end(integer num_detected)
{
llStopSound();
} 
}


[llLoopSoundSlaveScript]

// llLoopSoundSlave() 
integer iLoop = -1; 
default 
{ 
state_entry() 
{ 
llSetText("llLoopSoundSlave",<1,1,1>,1); 

} 

touch_start(integer total_number) 
{ 
// if (iLoop == 1) 
llLoopSoundSlave("71a2b035-8a33-9cb3-e71b-895b515d119f", 1);//Bugle "charge" 
// iLoop *= -1; 
} 

touch_end(integer num_detected)
{
llStopSound();
} 
}


[llPlaySoundSlaveScript]

// llPlaySoundSlave() 
default 
{ 
state_entry() 
{ 
llSetText("llPlaySoundSlave",<1,1,1>,1); 
} 

touch_start(integer total_number) 
{ 
llPlaySoundSlave("94ce2002-fc73-28b0-340c-c96c2f613d68", 1);//Soundtrack 3 
} 
}