llPlaySound

From Second Life Wiki
Revision as of 11:13, 15 December 2011 by Taff Nouvelle (talk | contribs)
Jump to navigation Jump to search

Summary

Function: llPlaySound( string sound, float volume );

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.
  • A call to llPlaySound replaces any other sound (so that only one sound can be played at the same time from the same prim (script?)), except sounds started with the deprecated llSound which always plays sound files till the end.
  • Sound files must be 10 seconds or shorter.
  • If the object playing the sound is a HUD, the sound is only heard by the user the HUD is attached to.
  • If multiple sound emitters play the same exact sound within range of the viewer an echo effect can be produced.
  • It is impossible to play two (or more) sounds at the same time and have them start playing at exactly the same time ~ VWR-15663
All Issues ~ Search JIRA for related Bugs

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
•  llStopSound

Deep Notes

All Issues

~ Search JIRA for related Issues
   llSetSyncTime() - a function for synchronising client side effects

Signature

function void llPlaySound( string sound, float volume );