Difference between revisions of "Event Driven Sounds"

From Second Life Wiki
Jump to navigation Jump to search
m (AGENT is deprecated, use AGENT_BY_LEGACY_NAME instead)
m (language tags to <source>)
 
Line 6: Line 6:
Would you like your creation to make noise when someone clicks on it?
Would you like your creation to make noise when someone clicks on it?


<lsl>
<source lang="lsl2">
default
default
{
{
Line 16: Line 16:
     }
     }
}
}
</lsl>
</source>


=== Near ===
=== Near ===
Line 22: Line 22:
If someone is nearby, this script will play a sound.
If someone is nearby, this script will play a sound.


<lsl>
<source lang="lsl2">
float distanceInMeters = 3.0;
float distanceInMeters = 3.0;
float timeBetweenSweeps = 15.0;
float timeBetweenSweeps = 15.0;
Line 47: Line 47:
     }
     }
}
}
</lsl>
</source>


=== Collided ===
=== Collided ===
Line 55: Line 55:
Which is necessary depends on how the object is set. Pathfinding-enabled creatures require the collision event. Obstacles vary depending on how their pathfinding attributes are set.
Which is necessary depends on how the object is set. Pathfinding-enabled creatures require the collision event. Obstacles vary depending on how their pathfinding attributes are set.


<lsl>
<source lang="lsl2">
default
default
{
{
Line 77: Line 77:
     }
     }
}
}
</lsl>
</source>


<lsl>
<source lang="lsl2">
default
default
{
{
Line 89: Line 89:
     }   
     }   
}
}
</lsl>
</source>


If you are hearing an annoying "thud" sound when things collide, add this to the objects to silence the default collision sound.
If you are hearing an annoying "thud" sound when things collide, add this to the objects to silence the default collision sound.


<lsl>
<source lang="lsl2">
default
default
{
{
Line 101: Line 101:
     }   
     }   
}
}
</lsl>
</source>


=== Sat on ===
=== Sat on ===


Would you like your horse to neigh, or your chair to creak when someone sits on it?
Would you like your horse to neigh, or your chair to creak when someone sits on it?
<lsl>
<source lang="lsl2">
vector sit_position = <0.0, 0.0, -0.1>;
vector sit_position = <0.0, 0.0, -0.1>;
//  here an euler rot
//  here an euler rot
Line 132: Line 132:
     }   
     }   
}
}
</lsl>
</source>


=== Scripting comments ===
=== Scripting comments ===
Line 138: Line 138:
This gets the name of the first sound in the object's inventory. You can replace it with the name of a sound or its UUID.
This gets the name of the first sound in the object's inventory. You can replace it with the name of a sound or its UUID.


<lsl>
<source lang="lsl2">
     string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);
     string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);
</lsl>
</source>


You can replace llPlaySound() with llTriggerSound() in the scripts above. The latter plays sounds unattached, so consider carefully if you're using it on a moving object or with a several seconds long sound.
You can replace llPlaySound() with llTriggerSound() in the scripts above. The latter plays sounds unattached, so consider carefully if you're using it on a moving object or with a several seconds long sound.

Latest revision as of 15:38, 25 January 2015

Event Driven Sounds

Touched

Would you like your creation to make noise when someone clicks on it?

default
{
    touch_start(integer num_detected)
    {
        string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);

        llPlaySound(firstSoundInPrim, 1.0);
    }
}

Near

If someone is nearby, this script will play a sound.

float distanceInMeters = 3.0;
float timeBetweenSweeps = 15.0;

default
{
    on_rez(integer start_param)
    {
        llResetScript();
    }

    state_entry()
    {
    //  AGENT is deprecated, use AGENT_BY_LEGACY_NAME instead

        llSensorRepeat("", NULL_KEY, AGENT_BY_LEGACY_NAME, distanceInMeters, PI, timeBetweenSweeps);
    }

    sensor(integer num_detected)
    {
        string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);

        llPlaySound(firstSoundInPrim, 1.0);
    }
}

Collided

Would you like your bushes to rustle when something walks into them? Or your rats to squeak if someone steps on them?

Which is necessary depends on how the object is set. Pathfinding-enabled creatures require the collision event. Obstacles vary depending on how their pathfinding attributes are set.

default
{
    state_entry()
    {
        if (llGetStatus(STATUS_PHANTOM))
//      {
            llVolumeDetect(TRUE);
//      }
        else
//      {
            llVolumeDetect(FALSE);
//      }
    }

    collision_start(integer num_detected)
    {
        string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);

        llPlaySound(firstSoundInPrim, 1.0);
    }
}
default
{
    state_entry() 
    { 
        string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);

        llCollisionSound(firstSoundInPrim, 1.0);
    }  
}

If you are hearing an annoying "thud" sound when things collide, add this to the objects to silence the default collision sound.

default
{
    state_entry() 
    { 
        llCollisionSound("", 0.0);
    }  
}

Sat on

Would you like your horse to neigh, or your chair to creak when someone sits on it?

vector sit_position = <0.0, 0.0, -0.1>;
//  here an euler rot
vector sit_rotation = <0.0, 0.0, 0.0>;

default
{
    state_entry()
    {
        llSitTarget(sit_position, llEuler2Rot(sit_rotation * DEG_TO_RAD));
    }

    changed(integer change)
    {
        if (change & CHANGED_LINK)
        {
            key sittingAvatar = llAvatarOnSitTarget();

        //  when there's no avatar sitting, stop running code here
            if (avatar == NULL_KEY) return;

            string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);
            llPlaySound(firstSoundInPrim, 1.0);
        }        
    }   
}

Scripting comments

This gets the name of the first sound in the object's inventory. You can replace it with the name of a sound or its UUID.

    string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);

You can replace llPlaySound() with llTriggerSound() in the scripts above. The latter plays sounds unattached, so consider carefully if you're using it on a moving object or with a several seconds long sound.