Difference between revisions of "LlLoopSoundSlave"

From Second Life Wiki
Jump to navigation Jump to search
m (Added Example and also functions)
m (made the mistake of hitting save instead of preview, had to go back and change a letter case)
Line 23: Line 23:
{{LSL DefineRow||[[llTriggerSound]]|3=Plays a sound {{HoverText|unattached|The sound does not moves with the prim}}.}}
{{LSL DefineRow||[[llTriggerSound]]|3=Plays a sound {{HoverText|unattached|The sound does not moves with the prim}}.}}
{{LSL DefineRow||[[llTriggerSoundLimited]]}}
{{LSL DefineRow||[[llTriggerSoundLimited]]}}
{{LSL defineRow||[[llPlaySound]]}}
{{LSL DefineRow||[[llPlaySound]]}}
|also_events
|also_events
|also_tests
|also_tests

Revision as of 00:14, 21 August 2008

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

• 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.

Examples

<LSL> default {

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

}

</LSL>

See Also

Functions

•  llLoopSound
•  llTriggerSound Plays a sound unattached.
•  llTriggerSoundLimited
•  llPlaySound

Deep Notes

Signature

function void llLoopSoundSlave( string sound, float volume );