llSetSoundQueueing

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Revision as of 07:15, 15 May 2009 by Strife Onizuka (talk | contribs) (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?)
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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 );