Almarea Lumiere
Registered User
Join date: 6 May 2004
Posts: 258
|
07-23-2004 07:21
I have an object that alternates between two sound loops. It calls llLoopSound on one sound clip and then the other (this is in response to link messages).
It works fine at home. When I took it to a slower sim, there is an annoying "pop" each time the loop changes. What's worse, there doesn't seem to be a volume drop-off with distance, so that this pop can be heard from one side of the sim to the other.
Now I can't make it happen, but it's still early.
Does anyone know what's up with this?
--Almarea
|
Almarea Lumiere
Registered User
Join date: 6 May 2004
Posts: 258
|
07-24-2004 07:24
Honestly, it seems like llLoopSound and llPlaySound first start the sound clip at full volume and then a fraction of a second later drop the volume based on how far away you are from the source. When the client is loaded it can be a tenth of a second or more. If you're on the other side of the sim all you hear is a brief "pop" (which can be quite loud) with no clue as to where it is. I finally had to just put both of the sounds into one clip and start it looping so that I only had to start up the sound system once. Now there's no way to keep it in synch with the animation and rotation.  This might be the whole explanation of all of those cricket chirps that people have been hearing lately. Anybody who knows the work-around, please don't hesitate to chime in! --Almarea
|
Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
|
07-24-2004 14:18
Try putting the scripts to loop and play sounds in different prims. I think there might be some weirdness related to that.
_____________________
C U B E Y · T E R R A planes · helicopters · blimps · balloons · skydiving · submarines Available at Abbotts Aerodrome and XstreetSL.com 
|