Animation triggered sound loop
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Animation triggered sound loop
--BETLOG Hax UTC+10: 20091011 1615 [SLT: 20091010 2315]
You want a specific animation (thats already handled by your AO) to play a special sound.
This script does the sound bit.
<lsl>
//==============================================================
// BETLOG Hax
// UTC+10: 20091011 1601 [SLT: 20091010 2301]
// For Eln Alter
//----------------------------------
// **** LICENCE START ****
// http://creativecommons.org/licenses/by-sa/3.0/
// Attribution licence:
// You must:
// -Include this unaltered licence information.
// -Supply my original script with your modified version.
// -Retain the original scripts' SL permissions. [+c/+m/+t]
// -Exception for Eln ALter to protect the commercial viability of his animations' UUID
// Or:
// -Link to the wiki URL from which you copied this script.
// https://wiki.secondlife.com/wiki/Animation_triggered_sound_loop
// -Document: "Uses parts of <scriptname> by BETLOG Hax"
// **** LICENCE END ****
//==============================================================
string gAnimUUID = "";//***THIS HAS TO BE INSERTED BY YOU***
string gSound = "";//having a sound in contents will override
//----------------------------------
integer gAnimState;
//----------------------------------
f_toggle(integer on)
{ if(on)
{ string n = llGetInventoryName(INVENTORY_SOUND,0); if(n!="") gSound=n; if(gSound!="") llLoopSound(gSound,1.0); else llOwnerSay("ERROR: No sound defined in script and none in object contents. Without one or the other I cant work."); } else llStopSound();
} //---------------------------------- f_perms() //make it still operate when entering no script areas { if(llGetAttached())
llRequestPermissions(llGetOwner(), PERMISSION_TAKE_CONTROLS);
} //============================================================== default { state_entry()
{ if(llGetAttached())//DEV f_perms(); else llOwnerSay("You must be wearing me for this to operate."); } attach(key id) { f_perms(); } run_time_permissions(integer perm) { if(perm & PERMISSION_TAKE_CONTROLS) { f_toggle(gAnimState=FALSE); llSetTimerEvent(0.444444); } } control(key id, integer pressed, integer change) { //make it still operate when entering no script areas } timer() { if(-1<llListFindList(llGetAnimationList(llGetOwner()), [(key)gAnimUUID])) { if(!gAnimState) f_toggle(gAnimState=TRUE); } else if(gAnimState) f_toggle(gAnimState=FALSE); }
} //============================================================== </lsl>