Difference between revisions of "LlPlaySound"

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(Added llStopSound to helpers)
(Added more sound related links.)
 
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{{LSL_Function/inventory|sound|uuid=true|type=sound|volume=volume}}{{LSL_Function
{{LSL_Function
|inject-2={{Issues/SVC-4897}}{{Issues/BUG-4130}}
{{LSL_Function/inventory|sound|uuid=true|type=sound|volume=volume}}
|func_id=86|func_sleep=0.0|func_energy=10.0
|func_id=86|func_sleep=0.0|func_energy=10.0
|func=llPlaySound|sort=PlaySound
|func=llPlaySound|sort=PlaySound
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|p2_type=float|p2_name=volume
|p2_type=float|p2_name=volume
|func_footnote
|func_footnote
|func_desc=Plays {{HoverText|attached|The sound moves with the prim}} '''sound''' once at '''volume'''
|func_desc=Plays {{HoverText|attached|The sound moves with the prim}} {{LSLPT|sound}} once at {{LSLPT|volume}}
|return_text
|return_text
|spec
|spec
|caveats=*If the object playing the sound is a {{HoverLink|HUD|Heads Up Display}}, the sound is only heard by the user the HUD is attached to.
|caveats=*A call to llPlaySound 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.
*Sound files must be 30 seconds or shorter.
*Sounds are always sampled at 44.1KHz, 16-bit, mono (stereo files will have one channel dropped--merged (as in combined)--when uploading).
*If the object playing the sound is a {{HoverLink|HUD|Heads Up Display}}, the sound is only heard by the user the HUD is attached to.
**To play a sound inworld from a HUD use [[llTriggerSound]].
**To play a sound inworld from a HUD use [[llTriggerSound]].
*If multiple sound emitters play the same exact sound within range of the viewer an echo effect can be produced.
*It is impossible to play two (or more) sounds at the same time and have them start playing at exactly the same time ~ {{JIRA|VWR-15663}}
*It is impossible to play two (or more) sounds at the same time and have them start playing at exactly the same time ~ {{JIRA|VWR-15663}}
**If multiple sound emitters play the same exact sound within range of the viewer at the same time, they are usually not in sync due to latency between the server/client and script execution & communication delays. This can produce echos, odd resonance, and other strange effects that you (probably) do not want.
*When used in conjunction with [[llSetSoundQueueing]], sounds may incorrectly. [https://community.secondlife.com/forums/topic/443645-llplaysound-plays-the-sound-twice-or-more/ play more than once.] This can be fixed by disabling the sound queue if only a single sound sample is to be played.
*Playing sounds is throttled. If the average number of played sounds per second exceeds the limit (22 sounds/s), all sounds from the object are suppressed until the average falls sufficiently. The throttle is per object, not per link or per script, so multiple links cannot be used to overcome the throttle.
** Once the throttle is hit, the following error will be shown in debug channel: "Too many sound requests.  Throttled until average falls."
|constants
|constants
|examples=<lsl>
|examples=<syntaxhighlight lang="lsl2">
default
default
  {
  {
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     }
     }
  }
  }
</lsl>
</syntaxhighlight>
|helpers
|helpers
|also_functions={{LSL DefineRow||[[llTriggerSound]]|3=Plays a sound {{HoverText|unattached|The sound does not moves with the prim}}.}}
|also_functions={{LSL DefineRow||[[llTriggerSound]]|3=Plays a sound {{HoverText|unattached|The sound does not moves with the prim}}.}}
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{{LSL DefineRow||[[llLoopSoundSlave]]}}
{{LSL DefineRow||[[llLoopSoundSlave]]}}
{{LSL DefineRow||[[llPlaySoundSlave]]}}
{{LSL DefineRow||[[llPlaySoundSlave]]}}
{{LSL DefineRow||[[llSetSoundQueueing]]}}
{{LSL DefineRow||[[llSetSoundQueueing]]|3=Sets a prim property which allows sounds to be queued, instead of overwriting each other.}}
{{LSL DefineRow||[[llStopSound]]}}
{{LSL DefineRow||[[llStopSound]]}}
{{LSL DefineRow||[[llLinkPlaySound]]|3=Plays a sound from a prim in the linkset, with flexible options.}}
{{LSL DefineRow||[[llPreloadSound]]|3=Preloads sound on viewers in range.}}
{{LSL DefineRow||[[llAdjustSoundVolume]]|3=Adjusts volume of {{HoverText|attached|The sound moves with the prim}} sound.}}
|also_events
|also_events
|also_tests
|also_tests

Latest revision as of 14:10, 18 January 2024

Summary

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

Plays attached sound once 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 llPlaySound 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.
  • Sound files must be 30 seconds or shorter.
  • Sounds are always sampled at 44.1KHz, 16-bit, mono (stereo files will have one channel dropped--merged (as in combined)--when uploading).
  • If the object playing the sound is a HUD, the sound is only heard by the user the HUD is attached to.
  • It is impossible to play two (or more) sounds at the same time and have them start playing at exactly the same time ~ VWR-15663
    • If multiple sound emitters play the same exact sound within range of the viewer at the same time, they are usually not in sync due to latency between the server/client and script execution & communication delays. This can produce echos, odd resonance, and other strange effects that you (probably) do not want.
  • When used in conjunction with llSetSoundQueueing, sounds may incorrectly. play more than once. This can be fixed by disabling the sound queue if only a single sound sample is to be played.
  • Playing sounds is throttled. If the average number of played sounds per second exceeds the limit (22 sounds/s), all sounds from the object are suppressed until the average falls sufficiently. The throttle is per object, not per link or per script, so multiple links cannot be used to overcome the throttle.
    • Once the throttle is hit, the following error will be shown in debug channel: "Too many sound requests. Throttled until average falls."

Examples

default
 {
     state_entry()
     {
          llPlaySound("some_sound",1.0);
     }
 }

See Also

Functions

•  llTriggerSound Plays a sound unattached.
•  llTriggerSoundLimited
•  llLoopSound Plays a sound attached.
•  llLoopSoundMaster
•  llLoopSoundSlave
•  llPlaySoundSlave
•  llSetSoundQueueing Sets a prim property which allows sounds to be queued, instead of overwriting each other.
•  llStopSound
•  llLinkPlaySound Plays a sound from a prim in the linkset, with flexible options.
•  llPreloadSound Preloads sound on viewers in range.
•  llAdjustSoundVolume Adjusts volume of attached sound.

Deep Notes

Signature

function void llPlaySound( string sound, float volume );