Difference between revisions of "LlLoopSoundMaster"

From Second Life Wiki
Jump to navigation Jump to search
(Add "See Also" functions)
(Added new example which demonstrates how sound queueing affects playback order. Added llSetSoundQueueing as a related function.)
 
(4 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{LSL_Function/inventory|sound|uuid=true|type=sound|volume=volume}}{{LSL_Function
{{LSL_Function
|inject-2={{LSL_Function/inventory|sound|uuid=true|type=sound|volume=volume}}
|func_id=88|func_sleep=0.0|func_energy=10.0
|func_id=88|func_sleep=0.0|func_energy=10.0
|func=llLoopSoundMaster
|func=llLoopSoundMaster
Line 5: Line 6:
|p2_type=float|p2_name=volume
|p2_type=float|p2_name=volume
|func_footnote
|func_footnote
|func_desc=Plays attached '''sound''' looping at '''volume''', declares it a sync master.
|func_desc=Plays attached {{LSLP|sound}} looping at {{LSLP|volume}}, declares it a sync master.
|return_text
|return_text
|spec
|spec
|caveats
|caveats=
* This function is affected by the [[llSetSoundQueueing|Sound Queueing]] property of the parent prim - this means it's possible to queue a slave sound prior to starting a master, without having to use more than one prim as an emitter. (See below).
|constants
|constants
|examples=
|examples=
<lsl>
<source lang="lsl2">
// for an uploaded .wav file called "MasterLoop" in inventory
// for an uploaded .wav file called "MasterLoop" in inventory
llLoopSoundMaster("MasterLoop", 1.0);
llLoopSoundMaster("MasterLoop", 1.0);
</lsl>
</source>
The script below can be added to an object, to toggle a SoundMaster on and off. Note that the script requires a sound in inventory called MasterLoop, or you need to change the argument in the function for it to work. This script is a slight modification to the script [[Toggle_States]], adding only the llLoopSoundMaster and [[llStopSound]] to make it work.
The script below is an example of how using [[llSetSoundQueueing]] affects the interaction between master and slave sounds. In the example, it is used to run a car engine.
<lsl>
<source lang="lsl2">
default {
integer playState; //see LUT below.
     state_entry() {
 
         // run this code when entering the default state
list lut = ["Engine start, idle.","Accelerate, speed loop.","Decelerate, idle.", "Idle, stop"];
        // displays red "OFF" as floating text above the prim
 
        llSetText("OFF", <1,0,0>, 1.0);
default
{
     state_entry()
    {
         llSetSoundQueueing(TRUE); //Set this so the we don't skip the 1st 'slave' sound.
     }
     }
     touch_start(integer num_detected) {
 
         // when touched, switch to state named 'on'
     touch_start(integer total_number)
         state on;
    {
        llWhisper(0, "Sound: " + llList2String(lut,playState));
        if(!playState) //start engine.
        {
            llPlaySoundSlave("engine start",1); //This sound is skipped if Sound Queueing is not set.
            llLoopSoundMaster("idle",1);
        }
         else if(playState == 1) //accelerate, then play driving loop
        {
            llPlaySoundSlave("accelerate",1);
            llLoopSoundMaster("speed",1);
        }
        else if(playState == 2) //decelerate to idle.
        {
            llPlaySoundSlave("decelerate",1);
            llLoopSoundMaster("idle",1);
        }
        else //stop the engine.
        {
            llPlaySoundSlave("engine stop",1);
            llSleep(2); //Wait until the above sound completes.
            llStopSound(); //Call this to prevent the master loop from restarting randomly (e.g. upon script reset or region change).
            playState = -1; //This actually resets to 0, as it's incremented below.
        }
         ++playState; //increment playState.
     }
     }
}
}
 
</source>
state on {
The script below can be added to an object, to toggle a SoundMaster on and off. Note that the script requires a sound in inventory called MasterLoop, or you need to change the argument in the function for it to work.
     state_entry() {
<source lang="lsl2">
         // run this code when entering state 'on'
//This integer (actually a boolean) will be used to manage the toggle effect.
        // displays green "ON" as floating text above the prim
integer soundState = FALSE;
         llSetText("ON", <0,1,0>, 1.0);
//Change MasterLoop to the sound clip you want to use.
        llLoopSoundMaster("MasterLoop", 1.0);
string soundClip = "MasterLoop";
default {
     state_entry()
    {
         //Displays red "OFF" as floating text above the prim
         llSetText("OFF", <1,0,0>, 1.0);
     }
     }
     touch_start(integer num_detected) {
     touch_start(integer num_detected)
         // when touched, stop sound & switch back to the default state
    {
        llStopSound();
        //When touched, soundState inverts its current boolean value. 1 becomes 0, 0 becomes 1.
         state default;
        soundState = !soundState;
        if(soundState)
        {
            //Run this code when entering soundState 'on'
            //Displays green "ON" as floating text above the prim
            llSetText("ON", <0,1,0>, 1.0);
            llLoopSoundMaster(soundClip, 1.0);
         }else
        {  //Run this code when entering soundState 'off'
            //When touched, stop sound & display red "OFF" as floating text.
            llSetText("OFF", <1,0,0>, 1.0);
            llStopSound();
         }
     }
     }
}
}
</lsl>
</source>
|helpers
|helpers
|also_functions=
|also_functions=
{{LSL DefineRow||[[llLoopSound]]|3=Plays a sound {{HoverText|attached|The sound moves with the prim}} indefinitely.}}
{{LSL DefineRow||[[llLoopSound]]|3=Plays a sound {{HoverText|attached|The sound moves with the prim}} indefinitely.}}
{{LSL DefineRow||[[llLoopSoundSlave]]}}
{{LSL DefineRow||[[llLoopSoundSlave]]|3=Plays a sound {{HoverText|attached|The sound moves with the prim}} indefinitely, and declares it as a sync slave.}}
{{LSL DefineRow||[[llPlaySoundSlave]]|3=Plays a sound {{HoverText|attached|The sound moves with the prim}} once.}}
{{LSL DefineRow||[[llPlaySoundSlave]]|3=Plays a sound {{HoverText|attached|The sound moves with the prim}} once.}}
{{LSL DefineRow||[[llSetSoundQueueing]]|3=Enables the ability to queue sounds.}}
|also_events
|also_events
|also_tests
|also_tests

Latest revision as of 14:51, 22 April 2022

Summary

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

Plays attached sound looping at volume, declares it a 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.
  • This function is affected by the Sound Queueing property of the parent prim - this means it's possible to queue a slave sound prior to starting a master, without having to use more than one prim as an emitter. (See below).

Examples

// for an uploaded .wav file called "MasterLoop" in inventory
llLoopSoundMaster("MasterLoop", 1.0);

The script below is an example of how using llSetSoundQueueing affects the interaction between master and slave sounds. In the example, it is used to run a car engine.

integer playState; //see LUT below.

list lut = ["Engine start, idle.","Accelerate, speed loop.","Decelerate, idle.", "Idle, stop"];

default
{
    state_entry()
    {
        llSetSoundQueueing(TRUE); //Set this so the we don't skip the 1st 'slave' sound.
    }

    touch_start(integer total_number)
    {
        llWhisper(0, "Sound: " + llList2String(lut,playState));
        if(!playState) //start engine.
        {
            llPlaySoundSlave("engine start",1); //This sound is skipped if Sound Queueing is not set.
            llLoopSoundMaster("idle",1);
        }
        else if(playState == 1) //accelerate, then play driving loop
        {
            llPlaySoundSlave("accelerate",1);
            llLoopSoundMaster("speed",1);
        }
        else if(playState == 2) //decelerate to idle.
        {
            llPlaySoundSlave("decelerate",1);
            llLoopSoundMaster("idle",1);
        }
        else //stop the engine.
        {
            llPlaySoundSlave("engine stop",1);
            llSleep(2); //Wait until the above sound completes.
            llStopSound(); //Call this to prevent the master loop from restarting randomly (e.g. upon script reset or region change).
            playState = -1; //This actually resets to 0, as it's incremented below.
        }
        ++playState; //increment playState.
    }
}

The script below can be added to an object, to toggle a SoundMaster on and off. Note that the script requires a sound in inventory called MasterLoop, or you need to change the argument in the function for it to work.

//This integer (actually a boolean) will be used to manage the toggle effect.
integer soundState = FALSE;
//Change MasterLoop to the sound clip you want to use.
string soundClip = "MasterLoop";
default {
    state_entry()
    {
        //Displays red "OFF" as floating text above the prim
        llSetText("OFF", <1,0,0>, 1.0);
    }
    touch_start(integer num_detected)
    {
        //When touched, soundState inverts its current boolean value. 1 becomes 0, 0 becomes 1. 
        soundState = !soundState;
        if(soundState)
        {
            //Run this code when entering soundState 'on'
            //Displays green "ON" as floating text above the prim
            llSetText("ON", <0,1,0>, 1.0);
            llLoopSoundMaster(soundClip, 1.0);
        }else
        {   //Run this code when entering soundState 'off'
            //When touched, stop sound & display red "OFF" as floating text.
            llSetText("OFF", <1,0,0>, 1.0);
            llStopSound();
        }
    }
}

See Also

Functions

•  llLoopSound Plays a sound attached indefinitely.
•  llLoopSoundSlave Plays a sound attached indefinitely, and declares it as a sync slave.
•  llPlaySoundSlave Plays a sound attached once.
•  llSetSoundQueueing Enables the ability to queue sounds.

Deep Notes

Signature

function void llLoopSoundMaster( string sound, float volume );