llPlaySoundSlave

From Second Life Wiki
Revision as of 14:03, 22 April 2022 by Jenna Huntsman (talk | contribs) (Added note about the effect of sound queueing on this function.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Summary

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

Plays attached sound once at volume, synced to next loop of most audible sync master declared by llLoopSoundMaster.

• 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)

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.
  • As an object can only have a single active sound, this function should be called from a different prim than the one that defined a sync master, otherwise it will remove the master sound, and no sound will be available to sync-to.
  • This function is affected by the Sound Queueing property of the parent prim - this means it's possible to queue a slave sound prior to starting a master, without having to use more than one prim as an emitter. (See example on llLoopSoundMaster).

Examples

See Also

Functions

•  llPlaySound Plays a sound attached once.
•  llLoopSound Plays a sound attached indefinitely.
•  llLoopSoundMaster
•  llLoopSoundSlave
•  llTriggerSound Plays a sound unattached.
•  llTriggerSoundLimited
•  llSetSoundQueueing

Deep Notes

Signature

function void llPlaySoundSlave( string sound, float volume );