llLoopSoundMaster

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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).
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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

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Signature

function void llLoopSoundMaster( string sound, float volume );