llSetSoundQueueing

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Summary

Function: llSetSoundQueueing( integer queue );
0.0 Forced Delay
10.0 Energy

Determines whether attached sound calls wait for the current sound to finish by using queue. Sound queuing is disabled by default.

• integer queue boolean, TRUE enables, FALSE disables (default)

Caveats

It appears that only two sounds can be queued at a time. Once set the queueing is a property of the prim and must be set to FALSE in an active script to deactivate it.

Examples

<lsl> default {

   state_entry()
   {        
       llPreloadSound("SoundName1 as a string if sound is in prim inventory or UUID of sound");
       llPreloadSound("SoundName2");//This loads the sounds into all in range viewers and cuts delay between sounds.        
   }
   touch_start(integer total_number)
   {
       llSetSoundQueueing(TRUE);//Set to TRUE for queueing and SoundName2 plays after the SoundName1 has ended.
                                //Set to FALSE both sounds will try to play at the same time but only the second will be played.
                                //Can be set anywhere withing the script (if within an event it will activate when the event is triggered.
       llPlaySound("SoundName1", 1.0);
       llPlaySound("SoundName2", 1.0);
   }

}

</lsl>

See Also

Functions

•  llLoopSound
•  llLoopSoundSlave Plays a sound attached.

Deep Notes

Signature

function void llSetSoundQueueing( integer queue );