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Appropriate use of llLoopSound()

Madox Kobayashi
Madox Labs R&D
Join date: 28 Jun 2003
Posts: 402
07-30-2003 11:34
Quick survey of sorts.

I have a lot of water around my building, so last night I stuck a quiet water gurgling sound on an object and let it loop forever. This is an attempt by me to toy with ambiance and establishing a mood to the area.

Ironchef pointed out that I shouldn't do this cause it will cause lag, which I have to agree that it might cause lag. So the question is, is this kind of forever looping sound bad or frowned on? How do other people establish ambiance at their builds? What if the haunted house wanted to endlessly loop a clip of moaning and chains rattling?
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Madox Kobayashi

Grim Lupis
Dark Wolf
Join date: 11 Jul 2003
Posts: 762
Re: Appropriate use of llLoopSound()
07-30-2003 11:37
From: someone
Originally posted by Madox Kobayashi
Quick survey of sorts.

I have a lot of water around my building, so last night I stuck a quiet water gurgling sound on an object and let it loop forever. This is an attempt by me to toy with ambiance and establishing a mood to the area.

Ironchef pointed out that I shouldn't do this cause it will cause lag, which I have to agree that it might cause lag. So the question is, is this kind of forever looping sound bad or frowned on? How do other people establish ambiance at their builds? What if the haunted house wanted to endlessly loop a clip of moaning and chains rattling?


Talk to Chris Omega. I believe he has something that he can easily modify to only loop the sound when there are people in the vicinity, and quit playing it once the area is vacant again.

Doesn't make it completely non-laggy, but frees up the resources when their usage serves no purpose.
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Grim

"God only made a few perfect heads, the rest of them he put hair on." -- Unknown
Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
07-30-2003 11:54
Looping a sound isn't much more laggy than playing it once.

The sound is only downloaded once, and hopefully your water gurgling sound isn't very long.

I'm pretty sure that when the client gets the sound, it is told to loop it, as long as it is in range (as opposed to "play sound" messages ever few seconds), so there are no updates there.

And playing a short looped sound isn't hard for a modern sound card, so there's no client-side lag there.

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