llTriggerSoundLimited

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Summary

Function: llTriggerSoundLimited( string sound, float volume, vector top_north_east, vector bottom_south_west );
0.0 Forced Delay
10.0 Energy

Plays sound at volume, centered at but not attached to the object, limited to the box defined by vectors top_north_east and bottom_south_west

• 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)
• vector top_north_east position in region coordinates
• vector bottom_south_west position in region coordinates

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.
  • Unlike llSetSoundRadius, the sound audibility is determined by avatar position and not camera position.
  • If the script is attached and the parcel has avatar sounds turned off, an error is shouted on DEBUG_CHANNEL: "Too many sound triggers."

Examples

/*
    Single Prim llTriggerSoundLimited Helper by Daemonika Nightfire.
 
    Just use this script in a single prim and make the prim as big as your room.
    If you then click on the prim, the sound will only be triggered inside and you will get a message with a finished LSL code.
    You can simply copy this code to the clipboard and use it in your actual script.
    
    Important:
    You cannot rotate the prim, the code needs global coordinates.
*/

string sound = "c704dbd8-53b1-246d-e197-b486e92da45b"; // use here your own sound uuid

////////// nothing to do below this line \\\\\\\\\\
default
{
    state_entry()
    {
        llSetStatus(STATUS_PHANTOM, TRUE);
        llSetRot(ZERO_ROTATION);
    }

    touch_start(integer total_number)
    {
        llSetRot(ZERO_ROTATION);
        vector my_pos = llGetPos();
        vector my_scale = llGetScale();
        
        float _X = my_scale.x/2;
        float _Y = my_scale.y/2;
        float _Z = my_scale.z/2;
        
        vector bottom_south_west = <my_pos.x - _X, my_pos.y - _Y, my_pos.z - _Z>;
        vector top_north_east    = <my_pos.x + _X, my_pos.y + _Y, my_pos.z + _Z>;
        
        llTriggerSoundLimited(sound, 1.0, top_north_east, bottom_south_west);
        
        llOwnerSay("\nllTriggerSoundLimited(\"" + sound + "\", 1.0, " + (string)top_north_east + ", " + (string)bottom_south_west + ");");
    }
    
    on_rez(integer Dae)
    {
        llResetScript();
    }
}

Secret Collision Sound

This will play a sound on collision, only to the person who collided with it. It can be used for haunted houses where you want to add confusion, since others wont hear!

string sound = "a9da4612-5d4b-662a-050a-c821c394991f"; // squeaky toy

playSoundAt(key avatar, string sound, float volume)
{
    if (llGetAgentSize(avatar)) // Make sure theyre actually present
    {
        vector pos = (vector)llList2String(llGetObjectDetails(avatar, [OBJECT_POS]),0); // Their position
        list scale = llGetBoundingBox(avatar); // The corners of their bounding box
        vector corner2 = pos+llList2Vector(scale,1); // Top northeast corner of their bounding box
        vector corner1 = pos+llList2Vector(scale,0); // Bottom southwest corner of their bounding box
        llTriggerSoundLimited(sound, volume, corner2, corner1); // Play sound in their location only
    }
}
default
{
    collision_start(integer n)
    {
        key bumper = llDetectedKey(0);
        float volume = 1.0; // Volume is affected by distance like llPlaySound!
        playSoundAt(bumper, sound, volume);
    }
}

See Also

Functions

•  llPlaySound
•  llTriggerSound
•  llSetSoundRadius

Deep Notes

History

Footnotes

  1. ^ Early release notes were not very accurate or thorough, they sometimes included information about features added in previous releases or failed to include information about features added in that release.

Signature

function void llTriggerSoundLimited( string sound, float volume, vector top_north_east, vector bottom_south_west );