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Revamp audio playback script API

Savant Hax
Registered User
Join date: 26 Jun 2007
Posts: 7
08-20-2008 15:01
Hi,

While SL graphics have received several major improvements over the last few years, the audio engine has been neglected.

I'd love to see some features added to the sound engine:

* Pitch-shifting.... allow scripters to play sound clips at different frequencies

suggested script API:

llPlaySoundF (string sound, integer frequency, float volume)
llLoopSoundF (string sound, integer frequency, float volume)

where frequency is the playback rate, specified in Hertz (Hz)

This would be so nice for things like vehicles and musical instruments.


* Effects such as Echo, Reverb, Flanging, Chorus, etc..

suggested API:

llSetSoundEffect (list rules)

where rules would be a list of rules similar in composition to that of the various prim parameters that can be specified in calls made to llSetPrimitiveParams ()

f.e.,

[SFX_ECHO, 0.5, 3, 25.0]

might represent the rules for creating an echo effect. The first list item specifies the type of effect. The second item specifies the duration of each echo; the third item specifies the number of repeats; the fourth item specifies the radius of the effect (outside which the effect wouldn't affect sounds).


Just floating some ideas... I'm really tired of the mediocre sound system that's in place and would like to see some effort made to bring the sound engine into the 21st century.

Thx for reading.

-Savant Hax
Awnee Dawner
object returned to sim
Join date: 7 Apr 2008
Posts: 206
08-21-2008 13:59
hey!

From: Savant Hax
Hi,
I'd love to see some features added to the sound engine:

* Pitch-shifting.... allow scripters to play sound clips at different frequencies

suggested script API:

llPlaySoundF (string sound, integer frequency, float volume)
llLoopSoundF (string sound, integer frequency, float volume)

where frequency is the playback rate, specified in Hertz (Hz)

This would be so nice for things like vehicles and musical instruments.

would be nice for "random effect sounds" too so you could use the same sound with random pitch, and yes im missing "pitch" too

just my 2 cents
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>> yes <<