Difference between revisions of "LlSetSoundQueueing"

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(I didn't know it was a prim property. I suspect the queue limit is a client limitation but I have no evidence to support that.)
(The next question, if you strip all scripts from the prim and then add a new script, does sound queuing survive? Does it survive take and rez?)
Line 5: Line 5:
|p1_type=integer|p1_name=queue
|p1_type=integer|p1_name=queue
|func_footnote
|func_footnote
|func_desc=Determines whether attached sound calls wait for the current sound to finish by using '''queue'''. Sound queuing is disabled by default.
|func_desc=Set whether attached sounds wait for the current sound to finish. If '''queue''' is [[TRUE]], queuing is enabled, if [[FALSE]] queuing is disabled. Sound queuing is disabled by default.
|return_text
|return_text
|spec
|spec

Revision as of 07:15, 15 May 2009

Summary

Function: llSetSoundQueueing( integer queue );

Set whether attached sounds wait for the current sound to finish. If queue is TRUE, queuing is enabled, if FALSE queuing is disabled. Sound queuing is disabled by default.

• integer queue boolean, TRUE enables, FALSE disables (default)

Caveats

  • It appears that only two sounds can be queued at a time.
  • Sound queuing is a property of the prim, not the script. It can be activated and deactivated by any script in the prim.
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Examples

<lsl> default {

   state_entry()
   {        
       llPreloadSound("SoundName1 as a string if sound is in prim inventory or UUID of sound");
       llPreloadSound("SoundName2");//This loads the sounds into all in range viewers and cuts delay between sounds.        
   }
   touch_start(integer detected)
   {
       llSetSoundQueueing(TRUE);//Set to TRUE for queueing and SoundName2 plays after the SoundName1 has ended.
       //Set to FALSE only the second will be played since the prim has only one sound emmiter and the second was called last.
       //Can be set anywhere withing the script (if within an event it will activate when the event is triggered.
       llPlaySound("SoundName1", 1.0);
       llPlaySound("SoundName2", 1.0);
   }

}

</lsl>

See Also

Functions

•  llLoopSound
•  llLoopSoundSlave Plays a sound attached.

Deep Notes

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Signature

function void llSetSoundQueueing( integer queue );