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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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01-26-2005 22:00
I have a looping sound in a prim that is on a thin strip of land (4m wide) and local sound is checked, but people can still hear it outside the parcel.
It's possible that the edge of the prim is outside the parcel, but the center of the prim and the prim allocation are within the parcel.
Anybody had problems like this with Local Sound?
Also, I'm confused about sound in general. The sound in question is not loud to me at all, even though it is at volume 1. Yes, I've read the Wiki, but my experience of sound doesn't seem to correlate well with what I've read in the Wiki.
The sound seems to fall off very rapidly with distance for me. Both my sound distance factor and rolloff factor sliders are in the middle.
Do different client configurations hear sound very differently? If so, how can you code your sounds so that everyone hears them the same. If you can't, then isn't sound kind of useless?
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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01-26-2005 22:05
I guess the follow up question is:
What sound settings should I use so that my experience will be most like everyone else's?
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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01-26-2005 23:32
Put your "rolloff factor" to about 15-25% and that'll greatly make sound distances more realistic.
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Hiro Pendragon ------------------ http://www.involve3d.com - Involve - Metaverse / Emerging Media Studio
Visit my SL blog: http://secondtense.blogspot.com
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
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01-27-2005 00:31
Local sound prevent sound being played on other people land from being herd on your land. If your nabbers do not want to hear the sound, then they need to check off that option, not you. If you want to play a sound on your land, but not have it herd on your nabber's land. Then I would use llTriggerSoundLimited(string sound, float volume, vector tne, vector bsw) vector tne and bsw are used to define a 3d cube of space, witch the sound will be played in. Out side of that cube no sound will be herd. I would quote wiki, but your probable better off reading the hole doc on trigger sound limited on wiki. http://secondlife.com/badgeo/wakka.php?wakka=llTriggerSoundLimited for such a small space. I would set a prim to phantom, get it's location, and the facts about it's size. With that info a script can calculate the tne and bsw of the square.
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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01-27-2005 15:29
From: Kurt Zidane Then I would use llTriggerSoundLimited(string sound, float volume, vector tne, vector bsw) vector tne and bsw are used to define a 3d cube of space, witch the sound will be played in. Out side of that cube no sound will be herd.
I know about this, of course. But I need it to loop.
_____________________
Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
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01-27-2005 16:22
ya timers :\
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