Difference between revisions of "LlStopSound"

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(added basic usage example and a note about not passing arguments to the function)
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{{LSL_Function
{{LSL_Function/Headless
|inject-2={{LSL Function/link-face|link}}
 
|head={{LSL Function/Head
|func=llStopSound
|func_id=92|func_sleep=0.0|func_energy=10.0
|func_id=92|func_sleep=0.0|func_energy=10.0
|func=llStopSound
|func_footnote
|func_footnote
|func_desc=Stops currently attached sound
|func_desc
|return_text
}}{{LSL Function/Head
|func=llLinkStopSound
|p1_type=integer|p1_subtype=link|p1_name=link
|func_id=|func_sleep=0.0|func_energy=10.0
|func_footnote
|func_desc
|return_text
|return_text
|spec
}}
|caveats
|summary=Stops the attached sound(s) currently playing, if they were started by [[llLoopSound]]
|caveats=
*There is no way to stop a specific sound.
*In a linked set use [[llLinkStopSound]] to stop sound in a specific prim.
 
|constants
|constants
|examples=<pre>//call llStopSound with no arguments ()
|examples=
llStopSound();</pre>
<source lang="lsl2">
default
{
    state_entry()
    {
        llLoopSound("string soundname if in object inventory or UUID", 1.0);
    }
    touch_start(integer total_number)
    {
        llStopSound();//As if by magic the sound stops!!
    }
}
</source>
|helpers
|helpers
|also_functions
|also_functions=
{{LSL DefineRow||[[llSound]]|3=This function has been deprecated, please use [[llPlaySound]] instead.}}
{{LSL DefineRow||[[llPlaySound]]}}
{{LSL DefineRow||[[llPlaySoundSlave]]}}
{{LSL DefineRow||[[llLoopSound]]}}
{{LSL DefineRow||[[llLoopSoundMaster]]}}
{{LSL DefineRow||[[llLoopSoundSlave]]}}
|also_tests
|also_tests
|also_events
|also_events
|also_articles
|also_articles
|notes=<b>No arguments are defined by the function;</b> attempting to pass an argument (i.e. "llStopSound("loop.wav");" results in a compiler error-<i>Function Call mismatches type or number of arguments</i>.
|notes
|deprecated
|deprecated
|cat1=Sound
|cat1=Sound
|cat2
|cat2=Stop
|cat3
|cat3
|cat4
|cat4
}}
}}

Latest revision as of 04:27, 3 February 2023

Summary

Summary: llStopSound, llLinkStopSound

Stops the attached sound(s) currently playing, if they were started by llLoopSound

llStopSound

Function: llStopSound( );
0.0 Forced Delay
10.0 Energy

llLinkStopSound

Function: llLinkStopSound( integer link );
0.0 Forced Delay
10.0 Energy
• integer link Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag
Flag Description
LINK_ROOT 1 refers to the root prim in a multi-prim linked set[1]
LINK_SET -1 refers to all prims
LINK_ALL_OTHERS -2 refers to all other prims
Flag Description
LINK_ALL_CHILDREN -3 refers to all children, (everything but the root)
LINK_THIS -4 refers to the prim the script is in

Caveats

  • There is no way to stop a specific sound.
  • In a linked set use llLinkStopSound to stop sound in a specific prim.

Examples

default
{
    state_entry()
    {
        llLoopSound("string soundname if in object inventory or UUID", 1.0);
    }
    touch_start(integer total_number)
    {
        llStopSound();//As if by magic the sound stops!!
    }
}

Notes

Link Numbers

Each prim that makes up an object has an address, a link number. To access a specific prim in the object, the prim's link number must be known. In addition to prims having link numbers, avatars seated upon the object do as well.

  • If an object consists of only one prim, and there are no avatars seated upon it, the (root) prim's link number is zero.
  • However, if the object is made up of multiple prims or there is an avatar seated upon the object, the root prim's link number is one.

When an avatar sits on an object, it is added to the end of the link set and will have the largest link number. In addition to this, while an avatar is seated upon an object, the object is unable to link or unlink prims without unseating all avatars first.

Counting Prims & Avatars

There are two functions of interest when trying to find the number of prims and avatars on an object.

integer GetPrimCount() { //always returns only the number of prims
    if(llGetAttached())//Is it attached?
        return llGetNumberOfPrims();//returns avatars and prims but attachments can't be sat on.
    return llGetObjectPrimCount(llGetKey());//returns only prims but won't work on attachments.
}
See llGetNumberOfPrims for more about counting prims and avatars.

Errata

If a script located in a child prim erroneously attempts to access link 0, it will get or set the property of the linkset's root prim. This bug (BUG-5049) is preserved for broken legacy scripts.

See Also

Functions

•  llGetLinkNumber Returns the link number of the prim the script is in.
•  llGetLinkNumberOfSides Returns the number of faces of the linked prim.
•  llSound This function has been deprecated, please use llPlaySound instead.
•  llPlaySound
•  llPlaySoundSlave
•  llLoopSound
•  llLoopSoundMaster
•  llLoopSoundSlave

Deep Notes

Footnotes

  1. ^ LINK_ROOT does not work on single prim objects. Unless there is an avatar sitting on the object.

Signature

function void llStopSound();
function void llLinkStopSound( integer link );