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Revision as of 21:38, 7 October 2023 by Misaki Vanilla (talk | contribs)
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Summary: llAdjustSoundVolume, llLinkAdjustSoundVolume

Adjusts volume of attached sound.


Function: llAdjustSoundVolume( float volume );
• float volume between 0.0 (silent) and 1.0 (loud) (0.0 <= volume <= 1.0)
  • This function causes the script to sleep for 0.1 seconds.
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Function: llLinkAdjustSoundVolume( integer link, float volume );
• integer link Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag
• float volume between 0.0 (silent) and 1.0 (loud) (0.0 <= volume <= 1.0)
  • This function causes the script to sleep for 0.1 seconds.
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Flag Description
LINK_ROOT 1 refers to the root prim in a multi-prim linked set[1]
LINK_SET -1 refers to all prims
LINK_ALL_OTHERS -2 refers to all other prims
Flag Description
LINK_ALL_CHILDREN -3 refers to all children, (everything but the root)
LINK_THIS -4 refers to the prim the script is in


        llListen(42, "", llGetOwner(), "");

    listen(integer chan, string name, key id, string msg)
        float value = (float)msg;
        llOwnerSay("Volume set to: " + (string)value + " of 1.0");
    collision_start(integer p)
        llPlaySound("5df2e97f-d3ab-9a80-7063-69007470a182", 1.0);
        llSetTimerEvent(0.2f); //In 0.2 seconds, will reduce the volume of the currently playing audio.


Link Numbers

Each prim that makes up an object has an address, a link number. To access a specific prim in the object, the prim's link number must be known. In addition to prims having link numbers, avatars seated upon the object do as well.

  • If an object consists of only one prim, and there are no avatars seated upon it, the (root) prim's link number is zero.
  • However, if the object is made up of multiple prims or there is an avatar seated upon the object, the root prim's link number is one.

When an avatar sits on an object, it is added to the end of the link set and will have the largest link number. In addition to this, while an avatar is seated upon an object, the object is unable to link or unlink prims without unseating all avatars first.

Counting Prims & Avatars

There are two functions of interest when trying to find the number of prims and avatars on an object.

integer GetPrimCount() { //always returns only the number of prims
    if(llGetAttached())//Is it attached?
        return llGetNumberOfPrims();//returns avatars and prims but attachments can't be sat on.
    return llGetObjectPrimCount(llGetKey());//returns only prims but won't work on attachments.
See llGetNumberOfPrims for more about counting prims and avatars.


If a script located in a child prim erroneously attempts to access link 0, it will get or set the property of the linkset's root prim. This bug (BUG-5049) is preserved for broken legacy scripts.

See Also


•  llGetLinkNumber Returns the link number of the prim the script is in.
•  llGetLinkNumberOfSides Returns the number of faces of the linked prim.
•  llLinkPlaySound
•  llLinkSetSoundQueueing
•  llLinkSetSoundRadius
•  llLinkStopSound
•  llLoopSound
•  llLoopSoundMaster
•  llLoopSoundSlave
•  llPlaySound
•  llPlaySoundSlave
•  llPreloadSound
•  llSetSoundQueueing
•  llSetSoundRadius
•  llSound
•  llSoundPreload
•  llStopSound
•  llTriggerSound
•  llTriggerSoundLimited

Deep Notes


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  1. ^ LINK_ROOT does not work on single prim objects. Unless there is an avatar sitting on the object.
  2. ^ Early release notes were not very accurate or thorough, they sometimes included information about features added in previous releases or failed to include information about features added in that release.


function void llAdjustSoundVolume( float volume );
function void llLinkAdjustSoundVolume( integer link, float volume );