Animation triggered sound loop
Revision as of 12:56, 24 January 2015 by ObviousAltIsObvious Resident (talk | contribs) (<lsl> tag to <source>)
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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. (LOOPS the sound FOR AS LONG AS you play the animation)
//==============================================================
// 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);
}
}
//==============================================================
Animation triggered sound NOloop
--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. (Plays the sound ONCE each time you start the animation)
//==============================================================
// 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_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)
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)
{ string n = llGetInventoryName(INVENTORY_SOUND,0);//not ideal-meh
if(n!="")
gSound=n;
if(gSound!="")
{ gAnimState=TRUE;
llPlaySound(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 if(gAnimState)
gAnimState=FALSE;
}
}
//==============================================================