llPlaySound
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LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: llPlaySound( string sound, float volume );86 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Plays attached sound once at volume
• 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.
- If the object playing the sound is a HUD, the sound is only heard by the user the HUD is attached to.
- To play a sound inworld from a HUD use llTriggerSound.
- If multiple sound emitters use the same sound (by UUID) within range of the same viewer (known to affect RC 1.23) the viewer can produce unwanted echoes of the sound (see JIRA VWR-15663).
Examples
<lsl> default
{ state_entry() { llPlaySound("some_sound",1.0); } }</lsl>
See Also
Functions
• | llTriggerSound | – | Plays a sound unattached. | |
• | llTriggerSoundLimited | |||
• | llLoopSound | – | Plays a sound attached. | |
• | llLoopSoundMaster | |||
• | llLoopSoundSlave | |||
• | llPlaySoundSlave | |||
• | llSetSoundQueueing |