Difference between revisions of "LlTriggerSound"

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{{LSL_Function/inventory|sound|uuid=true|type=sound}}
{{LSL_Function/inventory|sound|uuid=true|type=sound|volume=volume}}{{LSL_Function
{{LSL_Function
|func_id=91|func_sleep=0.0|func_energy=10.0
|func_id=91|func_sleep=0.0|func_energy=10.0
|func=llTriggerSound|sort=TriggerSound
|func=llTriggerSound|sort=TriggerSound
|p1_type=string|p1_name=sound
|p1_type=string|p1_name=sound
|p2_type=float|p2_name=volume|p2_desc=between 0.0 (silent) and 1.0 (loud) (0.0 <= '''volume''' <= 1.0)
|p2_type=float|p2_name=volume
|func_footnote=If the object moves the sound does not move with it.<br/>Use [[llPlaySound]] to play a sound attached to the object.
|func_footnote=If the object moves the sound does not move with it.<br/>Use [[llPlaySound]] to play a sound attached to the object.
|func_desc=Plays '''sound''' at '''volume''', centered at but not attached to object.
|func_desc=Plays '''sound''' at '''volume''', centered at but not attached to object.

Revision as of 22:09, 22 February 2007

Summary

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

Plays sound at volume, centered at but not attached to object.

• 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)

If the object moves the sound does not move with it.
Use llPlaySound to play a sound attached to the object.

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

See Also

Functions

•  llPlaySound
•  llTriggerSoundLimited

Deep Notes

Signature

function void llTriggerSound( string sound, float volume );