Difference between revisions of "LlSetSoundRadius"

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(couple more tidbits)
(removed the caveat about linkplay sounds not getting started, couldn't reproduce again despite being consistent on first attempt... maybe it's just cursed)
 
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* Has no effect on [[llTriggerSound]] or llLinkPlaySound in triggered mode. Sounds will play regardless of camera position.
* Has no effect on [[llTriggerSound]] or llLinkPlaySound in triggered mode. Sounds will play regardless of camera position.
** [[llTriggerSoundLimited]] can be used instead for a similar effect but the function depends on '''avatar''' position, not camera position.
** [[llTriggerSoundLimited]] can be used instead for a similar effect but the function depends on '''avatar''' position, not camera position.
* When used with llPlaySound, the sound will be played from the beginning only once, when the observer's camera enters the radius for the first time. This can happen significantly later than a one-off sound was actually played.
* When used with llPlaySound or llLinkPlaySound in non-looped mode, the sound will be played from the beginning only once, when the observer's camera enters the radius for the first time. This can happen significantly later than a one-off sound was actually played.
* With llLoopSound or llLinkPlaySound in looped mode, the sound will be played from the beginning every time the observer's camera enters the radius.
* With llLoopSound or llLinkPlaySound in looped mode, the sound will be played from the beginning every time the observer's camera enters the radius.
* With llLinkPlaySound in non-looped mode, the sound will never be heard if the observer's camera was outside the radius at the time of using the command.
|constants
|constants
|examples=
|examples=

Latest revision as of 12:44, 24 May 2024

Summary

Summary: llSetSoundRadius, llLinkSetSoundRadius

Establishes a hard cut-off radius for audibility for llPlaySound, llLoopSound and llLinkPlaySound in non-triggered mode. Sounds are not heard until an observer's camera enters the radius, and immediately stop when leaving the radius. Volume fading is still determined by the distance from camera, not the radius.

llSetSoundRadius

Function: llSetSoundRadius( float radius );
0.0 Forced Delay
10.0 Energy
• float radius in meters

llLinkSetSoundRadius

Function: llLinkSetSoundRadius( integer link, float radius );
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
• float radius in meters
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

  • This function is a prim property, thus will survive script resets.
  • Has no effect on llTriggerSound or llLinkPlaySound in triggered mode. Sounds will play regardless of camera position.
    • llTriggerSoundLimited can be used instead for a similar effect but the function depends on avatar position, not camera position.
  • When used with llPlaySound or llLinkPlaySound in non-looped mode, the sound will be played from the beginning only once, when the observer's camera enters the radius for the first time. This can happen significantly later than a one-off sound was actually played.
  • With llLoopSound or llLinkPlaySound in looped mode, the sound will be played from the beginning every time the observer's camera enters the radius.

Examples

Enable sound cutoff at 4 meters.

llSetSoundRadius(4); //Enable sound cutoff at 4 meters.

Disable sound cutoff.

llSetSoundRadius(0); //Disable sound cutoff.

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. Pass 0 to this function to disable it.

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.
•  llTriggerSoundLimited

Deep Notes

History

Footnotes

  1. ^ LINK_ROOT does not work on single prim objects. Unless there is an avatar sitting on the object.
  2. ^ Early release notes were not very accurate or thorough, they sometimes included information about features added in previous releases or failed to include information about features added in that release.

Signature

function void llSetSoundRadius( float radius );
function void llLinkSetSoundRadius( integer link, float radius );