From Second Life Wiki
Revision as of 16:34, 29 March 2022 by Lou Netizen (talk | contribs) (Added note about usage in HUDs)
Jump to navigation Jump to search


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.


  • 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


//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

    touch_start(integer total_num)
        llTriggerSound(sound, 1.0);

See Also


•  llPlaySound
•  llTriggerSoundLimited

Deep Notes

All Issues

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


function void llTriggerSound( string sound, float volume );