Difference between revisions of "LlPlaySound"

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(Added llStopSound to helpers)
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{{LSL_Function/inventory|sound|uuid=true|type=sound|volume=volume}}{{LSL_Function
{{Issues/SVC-4897}}{{LSL_Function/inventory|sound|uuid=true|type=sound|volume=volume}}{{LSL_Function
|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

Revision as of 03:38, 22 September 2010

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.
  • If the object playing the sound is a HUD, the sound is only heard by the user the HUD is attached to.
  • 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 ~ VWR-15663

Examples

<lsl> default

{
    state_entry()
    {
         llPlaySound("some_sound",1.0);
    }
}
</lsl>

See Also

Functions

•  llTriggerSound Plays a sound unattached.
•  llTriggerSoundLimited
•  llLoopSound Plays a sound attached.
•  llLoopSoundMaster
•  llLoopSoundSlave
•  llPlaySoundSlave
•  llSetSoundQueueing
•  llStopSound

Deep Notes

Signature

function void llPlaySound( string sound, float volume );