Difference between revisions of "LlTriggerSound"

From Second Life Wiki
Jump to navigation Jump to search
Line 5: Line 5:
|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|p2_desc=between 0.0 (silent) and 1.0 (loud) (0.0 <= '''volume''' <= 1.0)
|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 '''sound''' at '''volume''', centered at but not attached to object.
|return_text
|return_text
Line 19: Line 19:
|also_articles
|also_articles
|notes
|notes
|permission
|inventory=sound
|negative_index
|cat1=Sound
|cat1=Sound
|cat2
|cat2

Revision as of 23:02, 22 February 2007

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.
All Issues ~ Search JIRA for related Bugs

Examples

See Also

Functions

•  llPlaySound
•  llTriggerSoundLimited

Deep Notes

Search JIRA for related Issues

Signature

function void llTriggerSound( string sound, float volume );