llTriggerSound

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Revision as of 16:54, 23 November 2007 by TonyH Wrangler (talk | contribs) (Added Example)
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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

//When Touched, Object Containing This Script Will Trigger The Sound Entered. Function Allows Object To Trigger Sound Even If Attached To An Avatar (AGENT)
//Creator: TonyH Wrangler
default
{
    state_entry()
    {
        
    }
    touch_start(integer total_num)
    {
        llTriggerSound("Asset UUID Of Sound, Or Sound Name If In Object Inventory With This Script", 1.0);
    }
}

See Also

Functions

•  llPlaySound
•  llTriggerSoundLimited

Deep Notes

Signature

function void llTriggerSound( string sound, float volume );