Difference between revisions of "LlLoopSoundSlave"

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|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.
|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.
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|constants
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|examples=<source lang="lsl2">
default
default
{
{
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   }
   }
}
}
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|also_functions=

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 );