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Different Audio At DIfferent Heights

Candi Firanelli
Registered User
Join date: 31 Aug 2008
Posts: 13
09-26-2008 15:00
Cold someone please point me in the right direction towards fixing it so that different streams play at different heights. If not different streams, then whichever way could it be done. Or can it not. I have a Club at one height(400) and a dungeon directly above it at (800). Above, yeah I know... lol I would like to just find some dungeon sounds and play them up above and the club has a jukebox that inserts the stream in to the land info automatically. OR is there a commercial product I can buy to accomplish what I'm trying to do. Thank you.

Candi xoxoxoxo
Kenbro Utu
Registered User
Join date: 26 Sep 2006
Posts: 483
09-26-2008 15:43
Only 1 stream at a time in a parcel. You can get freebie radios that will allow you to change between some preset streams by menu. Another option is stream for the club, and in the dungeon get a scripted device to play a looping dungeon background music or ambient sound, and then plays random other sounds such as screams or moans etc, on a periodic basis. I made one that does jungle sounds, and I like it. If you had the sounds I could even whip one up for you.

Edit: Should have known, already available on SLX. Look under Other Audio.
Candi Firanelli
Registered User
Join date: 31 Aug 2008
Posts: 13
09-26-2008 17:54
so you are saying that I can set the stream to the actual building?

right now, like I said there is a jukebox in the club and when you turn it on it automatically inputs the url in to the Music URL which plays in the whole parcel. if I were to leave it that way, you're saying that i could get a script just for the dungeon that would play something different?


oh ok saw your edit. what is SLX? I assume second life but what is it. On that same Music URL page at the top it also has Media URL
Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
09-26-2008 18:55
As long as the two buildings are in the same parcel they share the same stream. You can make it so that you can change the streaming music played but both buildings will still have the same stream. So if you have jazz in your club you will hear jazz in your dungeon. If you were to TP to your dungeon and change the stream to classical then the club will also change to classical. You could try splitting your parcel into two pieces and put your club in one and dungeon in the other. They could have different streams that way.
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
09-26-2008 19:07
You can, actually, use PARCEL_MEDIA_COMMAND_AGENT to set and play a certain stream for avatars within a specific area, one at a time. The approach would absolutely require scripting, and could be tricky, or crap, because of script delay associated with llParcelMediaCommandList
_____________________
Alisha Matova
Too Old; Do Not Want!
Join date: 8 Mar 2007
Posts: 583
09-26-2008 19:16
Non-suggestion/ bad-joke

How about the new Radio Bot 2012!

He plays all your favorite tunes through *Voice*......he(and your music) will follow you around and he even sits on command.

Toss out Your silly media streams, Radio Bot is here to stay!

=P

serious answer, Yep only one music stream per parcel. But there is a Media stream also. I have never actually tried playing music through the media stream, but i am pretty sure it will work.

So really 2 streams per parcel, one dedicated as audio. But AFAIK no reason the media stream can be music. =)

Guests could toggle back and forth by switching between the two.

It would be neat to be able to set an area to its own stream, especially with our new height limits. Perhaps a 3rd stream that can be area specific within a parcel.
Kenbro Utu
Registered User
Join date: 26 Sep 2006
Posts: 483
09-26-2008 19:23
From: Candi Firanelli
so you are saying that I can set the stream to the actual building?

right now, like I said there is a jukebox in the club and when you turn it on it automatically inputs the url in to the Music URL which plays in the whole parcel. if I were to leave it that way, you're saying that i could get a script just for the dungeon that would play something different?


oh ok saw your edit. what is SLX? I assume second life but what is it. On that same Music URL page at the top it also has Media URL



http://www.slexchange.com/

An off-site third-party market place for SL merchants.

You can get an object, usually just a single prime that is transparent or very small, that plays an ambient background sound and then intermittently plays various others sounds by using wav files. Think like a tape recording that people play for Halloween scenes set up in their yard. Those who get close hear it. It has nothing to do with the url stream. That, as has been said, is limited to one stream per parcel at a time.
TigroSpottystripes Katsu
Join date: 24 Jun 2006
Posts: 556
09-27-2008 01:31
SLX AKA SLExchange is a site kinda like Ebau, but without auctions (I think), that also sells L$, all focused on SL

you can only define the stream for an area on the map, not a volume in 3d, but you may play individual >10 secs audio (in sequence to compose longer sounds if needed) that can only be heard within a certain radius from the source
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
09-27-2008 03:42
Kind of following from Day's post: Note that the script function he describes refers to parcel *media*, not the parcel music stream. So that raises the possibility--even without scripting--to have two different sound streams on a parcel, but it's up to the listener to choose which one they want by turning on either the media or the music stream on their listener.

On the downside, that would tie up the media stream for playing sounds (not video nor webpages), and in this application, it would require the existence of some dungeon sound stream. It may be much simpler to use a script that simply plays some dungeon audio clips as spatialized sounds (the kind of sound used in Gestures, for example, as opposed to streaming).

Incidentally, spatialized sound is messy because sounds are limited to something like 11 seconds, there are unpredictable delays in downloading the sounds to the viewers, and there's only a finite number of them that can be pushed down to the clients in advance before pushing others out of the buffer. That's why every "CD player" will skip, sometimes, unpredictably, and why different agents will hear the same sound at different times unless extraordinary measures are taken--and then only with probable success. But none of these problems should much matter for dungeon sounds, I'd suppose.