Difference between revisions of "LlLoopSound"

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(added a note about calling from different prims)
 
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{{Issues/SVC-4897}}{{LSL_Function/inventory|sound|uuid=true|type=sound|volume=volume}}{{LSL_Function
{{LSL_Function
|inject-2={{Issues/SVC-4897}}{{LSL_Function/inventory|sound|uuid=true|type=sound|volume=volume}}
|func_id=87|func_sleep=0.0|func_energy=10.0
|func_id=87|func_sleep=0.0|func_energy=10.0
|func=llLoopSound
|func=llLoopSound
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|p2_type=float|p2_name=volume
|p2_type=float|p2_name=volume
|func_footnote
|func_footnote
|func_desc=Plays attached '''sound''' looping indefinitely at '''volume'''
|func_desc=Plays attached {{LSLP|sound}} looping indefinitely at {{LSLP|volume}}
|return_text
|return_text
|spec
|spec
|caveats=*If a second call to loop the same sound at a different volume is made from within the same script NO volume change is made.
|caveats=*A call to llLoopSound replaces any other sound (so that only one sound can be played at the same time from the same prim, except sounds started with the deprecated [[llSound]] which always plays sound files till the end. An object can play 2 sounds with llLoopSound if the function is called from different prims
**[[llStopSound]] set just previous to the second call for a new volume allows the volume change with no discernable pause.
*If a second call to loop the same sound at a different volume is made from within the same script NO volume change is made.
**[[llStopSound]] set just previous to the second call for a new volume allows the volume change with no discernible pause.
*When call made from HUD attachment sound is only heard by agent the task is attached to.  
|constants
|constants
|examples=
|examples=
<lsl>
<source lang="lsl2">
llLoopSound("ambient.wav", 0.5);
llLoopSound("ambient.wav", 0.5);
</lsl>
</source>
|helpers
|helpers
|also_functions=
|also_functions=
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|cat3
|cat3
|cat4
|cat4
|history={{LSL Added|0.2.0|remote=http://secondlife.wikia.com/wiki/Version_0.2.0}}
}}
}}

Latest revision as of 06:01, 30 June 2021

Summary

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

Plays attached sound looping indefinitely at volume

• 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.
  • A call to llLoopSound replaces any other sound (so that only one sound can be played at the same time from the same prim, except sounds started with the deprecated llSound which always plays sound files till the end. An object can play 2 sounds with llLoopSound if the function is called from different prims
  • If a second call to loop the same sound at a different volume is made from within the same script NO volume change is made.
    • llStopSound set just previous to the second call for a new volume allows the volume change with no discernible pause.
  • When call made from HUD attachment sound is only heard by agent the task is attached to.

Examples

llLoopSound("ambient.wav", 0.5);

See Also

Functions

•  llLoopSoundMaster Plays a sound attached indefinitely.
•  llLoopSoundSlave
•  llStopSound Stops playing a looped sound.
•  llPlaySound Plays a sound attached once.
•  llTriggerSound Plays a sound unattached.
•  llTriggerSoundLimited

Deep Notes

History

Footnotes

  1. ^ Early release notes were not very accurate or thorough, they sometimes included information about features added in previous releases or failed to include information about features added in that release.

Signature

function void llLoopSound( string sound, float volume );