Difference between revisions of "LlLoopSoundSlave"

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{{LSL_Function
{{LSL_Function
|inject-2={{Issues/VWR-1574}}{{LSL_Function/inventory|sound|uuid=true|type=sound|volume=volume}}
|func_id=89|func_sleep=0.0|func_energy=10.0
|func_id=89|func_sleep=0.0|func_energy=10.0
|func=llLoopSoundSlave
|func=llLoopSoundSlave
|p1_type=string|p1_name=sound|p1_desc=inventory name or [[UUID]]
|p1_type=string|p1_name=sound
|p2_type=float|p2_name=volume|p2_desc=between 0.0 (silent) and 1.0 (loud) (0.0 <= '''volume''' <= 1.0)
|p2_type=float|p2_name=volume
|inventory=sound
|func_footnote
|func_footnote
|func_desc=Plays attached '''sound''' looping at '''volume''' (0.0 - 1.0), synced to most audible sync master
|func_desc=Plays attached {{LSLP|sound}} looping at {{LSLP|volume}}, synced to most audible sync master declared by [[llLoopSoundMaster]].
|return_text
|return_text
|spec
|spec
|caveats
|caveats=* As an object can only have a single active sound, llLoopSoundSlave() should be called from a different prim than the one that defined a sync master, otherwise it will remove the master sound, and no sound will be available to sync-to.
|constants
|constants
|examples
|examples=<source lang="lsl2">
default
{
  state_entry()
  {
      llLoopSoundSlave("sound name",.05);
  }
}
</source>
|helpers
|helpers
|also_functions
|also_functions=
{{LSL DefineRow||[[llPlaySound]]|3=Plays a sound {{HoverText|attached|The sound moves with the prim}} once.}}
{{LSL DefineRow||[[llPlaySoundSlave]]}}
{{LSL DefineRow||[[llLoopSound]]|3=Plays a sound {{HoverText|attached|The sound moves with the prim}} indefinitely.}}
{{LSL DefineRow||[[llLoopSoundMaster]]}}
{{LSL DefineRow||[[llTriggerSound]]|3=Plays a sound {{HoverText|unattached|The sound does not moves with the prim}}.}}
{{LSL DefineRow||[[llTriggerSoundLimited]]}}
|also_events
|also_events
|also_tests
|also_tests
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|notes
|notes
|permission
|permission
|inventory=sound
|negative_index
|negative_index
|sort=LoopSoundSlave
|sort=LoopSoundSlave

Latest revision as of 11:23, 22 January 2015

Summary

Function: llLoopSoundSlave( string sound, float volume );
0.0 Forced Delay
10.0 Energy

Plays attached sound looping at volume, synced to most audible sync master declared by llLoopSoundMaster.

• 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.
  • As an object can only have a single active sound, llLoopSoundSlave() should be called from a different prim than the one that defined a sync master, otherwise it will remove the master sound, and no sound will be available to sync-to.

Examples

default
{
   state_entry()
   {
      llLoopSoundSlave("sound name",.05);
   }
}

See Also

Functions

•  llPlaySound Plays a sound attached once.
•  llPlaySoundSlave
•  llLoopSound Plays a sound attached indefinitely.
•  llLoopSoundMaster
•  llTriggerSound Plays a sound unattached.
•  llTriggerSoundLimited

Deep Notes

Signature

function void llLoopSoundSlave( string sound, float volume );