Difference between revisions of "LlTriggerSound"

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m (Added note about usage in HUDs)
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{{LSL_Function/inventory|sound|uuid=true|type=sound}}
{{LSL_Function
{{LSL_Function
|inject-2={{Issues/SVC-4897}}{{LSL_Function/inventory|sound|uuid=true|type=sound|volume=volume}}
|func_id=91|func_sleep=0.0|func_energy=10.0
|func_id=91|func_sleep=0.0|func_energy=10.0
|func=llTriggerSound|sort=TriggerSound
|func=llTriggerSound|sort=TriggerSound
|p1_type=string|p1_name=sound
|p1_type=string|p1_name=sound
|p2_type=float|p2_name=volume|p2_desc=between 0.0 (silent) and 1.0 (loud) (0.0 <= '''volume''' <= 1.0)
|p2_type=float|p2_name=volume
|func_footnote=If the object moves the sound does not move with it.<br/>Use {{LSLG|llPlaySound}} to play a sound attached to the object.
|func_footnote=If the object moves the sound does not move with it.<br/>Use [[llPlaySound]] to play a sound attached to the object.
|func_desc=Plays '''sound''' at '''volume''', centered at but not attached to object.
|func_desc=Plays {{LSLP|sound}} at {{LSLP|volume}}, centered at but not attached to object.
|return_text
|return_text
|spec
|spec
|caveats
|caveats=* Sounds played from a HUD using llTriggerSound are audible inworld. To make sounds from a HUD audible only to the wearer, use [[llPlaySound]].
|constants
|constants
|examples
|examples=<source lang="lsl2">//When touched, object containing this script will trigger the sound entered.
//This function allows object to trigger sound even if attached to an avatar (AGENT)
//Creator: TonyH Wrangler
 
string sound = "ed124764-705d-d497-167a-182cd9fa2e6c"; //uuid or name of item in inventory
 
default
{
    touch_start(integer total_num)
    {
        llTriggerSound(sound, 1.0);
    }
}</source>
|helpers
|helpers
|also_functions={{LSL DefineRow||[[llPlaySound]]|}}
|also_functions={{LSL DefineRow||[[llPlaySound]]|}}
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|also_articles
|also_articles
|notes
|notes
|permission
|inventory=sound
|negative_index
|cat1=Sound
|cat1=Sound
|cat2
|cat2

Revision as of 16:34, 29 March 2022

Summary

Function: llTriggerSound( string sound, float volume );

Plays sound at volume, centered at but not attached to object.

• 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)

If the object moves the sound does not move with it.
Use llPlaySound to play a sound attached to the object.

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.
  • Sounds played from a HUD using llTriggerSound are audible inworld. To make sounds from a HUD audible only to the wearer, use llPlaySound.
All Issues ~ Search JIRA for related Bugs

Examples

//When touched, object containing this script will trigger the sound entered.
//This function allows object to trigger sound even if attached to an avatar (AGENT)
//Creator: TonyH Wrangler

string sound = "ed124764-705d-d497-167a-182cd9fa2e6c"; //uuid or name of item in inventory

default
{
    touch_start(integer total_num)
    {
        llTriggerSound(sound, 1.0);
    }
}

See Also

Functions

•  llPlaySound
•  llTriggerSoundLimited

Deep Notes

All Issues

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

Signature

function void llTriggerSound( string sound, float volume );