Difference between revisions of "INVENTORY SOUND"

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|value=1
|value=1
|desc|desc=Used with {{LSLGC|Inventory|Inventory}} functions and specifies inventory items of SOUND type will be retrieved by the function.
|desc|desc=Used with {{LSLGC|Inventory|Inventory}} functions and specifies inventory items of SOUND type will be retrieved by the function.
|examples=<lsl>//Gives inventory only to agents with the same active group
|examples=<source lang="lsl2">//Give a sound to anyone touching this object
default
default
{
{
     touch_start(integer total_number)
     touch_start(integer total_number)
     {
     {
         integer number = 0;
         // get the UUID of the person touching this object
         do
        key user = llDetectedKey(0);
        {
         // Give them the first sound found in the object's contents
            if (llDetectedGroup(number)) //same as llSameGroup(llDetectedKey(number)) (with llSameGroup, detected must be in the sim)
        llGiveInventory(user, llGetInventoryName(INVENTORY_SOUND, 0) );
                llGiveInventory(llDetectedKey(number), llGetInventoryName(INVENTORY_SOUND,0));
            else
                llSay(0, "Wrong active group!");
        }while(total_number > ++number);
     }
     }
}</lsl>
}</source>
|constants=
|constants=
{{LSL DefineRow||[[INVENTORY_ALL]]|}}
{{LSL DefineRow||[[INVENTORY_ALL]]|}}
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{{LSL DefineRow||[[INVENTORY OBJECT]]|}}
{{LSL DefineRow||[[INVENTORY OBJECT]]|}}
{{LSL DefineRow||[[INVENTORY SCRIPT]]|}}
{{LSL DefineRow||[[INVENTORY SCRIPT]]|}}
{{LSL DefineRow||[[INVENTORY SETTING]]|}}
{{LSL DefineRow||[[INVENTORY TEXTURE]]|}}
{{LSL DefineRow||[[INVENTORY TEXTURE]]|}}
|functions={{LSL DefineRow||[[llGetInventoryType]]|}}
|functions={{LSL DefineRow||[[llGetInventoryType]]|}}

Latest revision as of 11:28, 1 February 2019

Description

Constant: integer INVENTORY_SOUND = 1;

The integer constant INVENTORY_SOUND has the value 1

Used with Inventory functions and specifies inventory items of SOUND type will be retrieved by the function.

Examples

//Give a sound to anyone touching this object
default
{
    touch_start(integer total_number)
    {
        // get the UUID of the person touching this object
        key user = llDetectedKey(0);
        // Give them the first sound found in the object's contents
        llGiveInventory(user, llGetInventoryName(INVENTORY_SOUND, 0) );
    }
}

Deep Notes

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Signature

integer INVENTORY_SOUND = 1;