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Pest control!

Roisin Morigi
Registered User
Join date: 11 Jul 2007
Posts: 13
07-19-2007 12:33
Can anyone help me?

I'm a Noob, so be nice! I have recently set up a little house and garden which I'm very pleased with...be it ever so humble, etc, etc. Then stupidly I decided I'd like to hear birdsong in the garden, so I embedded a song script and .wav file in an object and lo and behold, birdy! Yay!

This quickly got old though because the song is on a constant loop, which makes it pretty annoying after the first few minutes of hearing it. So I tried to delete the script and .wav file from the object, but the song is still playing. Constantly, and it's driving me mad. When you go back into the object, the Contents folder IS now empty, but you can still hear the sound.

I can't delete the object itself as it is part of the house ( a pre-fab.)

Can someone please help me shut that bird up, before I resort to getting the shotgun out!

Me and my neighbours thank you in advance...

x

Roisin
Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
07-19-2007 12:42
I know that certain properties once set by a script become part of the object and can only be removed by send resetting them with a script and removing the script does not stop the properties (i.e. floating text and particles).
I did not know that sound was one of them, but try using the llStopSound( ); function and see if it works.
Also source of the sound maybe some other object you've overlook. Use the beacon show sound sources to see where the sound is coming from.
Calveen Kline
In pursuit of Happiness
Join date: 5 Jan 2007
Posts: 682
07-19-2007 12:56
I think of 2 way to get rid of the sound:
1) Unlink the object from the rest of the house, then make a copy by holding down the Shift key and pulling from one of the arrows. Delete the copy you pulled out of the prim. You can then relink the object to the rest of the house.
2) Take the house into your inventory and re-rezz it. That way all the prim script will reset.

BTW, if you want an environment sound maker, IM when I'm in-world. I'll give you a copy of one I created that changes sound with the time of day.
Colette Meiji
Registered User
Join date: 25 Mar 2005
Posts: 15,556
07-19-2007 13:00
Yes you should be able to unlink the offending sound device by "Edit linked parts" finding the offending prim and then while only that prim is highlighted "unlink"

Then reset scripts in object.

Or you can delete the script and sound inside the prim (using edit linked parts) and do the same reset.
poopmaster Oh
The Best Person On Earth
Join date: 9 Mar 2007
Posts: 917
07-19-2007 13:02
hold shift to copy the prim, then delete the new copy, the old copy will also stop doing what it was doing


i've had to that before...;)
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JessyAnne Theas
Cliqueless
Join date: 9 May 2007
Posts: 610
07-19-2007 13:04
You could also just buy a bird and lay and retake it back :) Yanno... in the future
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Roisin Morigi
Registered User
Join date: 11 Jul 2007
Posts: 13
07-19-2007 13:11
Thanks guys...shotgun is back in the cupboard now...unused!

x

Roisin
Aleister Montgomery
Minding the gap
Join date: 30 Apr 2006
Posts: 846
07-19-2007 13:30
The birdsong was most likely started with llLoopSound. It becomes a prim property, independent from the script. Even if you delete the script, the sound won't stop playing (unless the sim crashes).

The easiest way to stop it is to have a script handy that uses the command llStopSound() and deletes itself afterwards:

default
{
state_entry()
{
llStopSound();
llRemoveInventory(llGetScriptName());
}
}


It's the same with particle effects (the dreaded "bling";). If you delete a bling script, the prim will keep "blinging". You can use the above script in that case too, just replace llStopSound(); with llParticleSystem([]);
Another possible use: removing floating text from an object, using llSetText("",<1,1,1>,1);
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Zaphod Kotobide
zOMGWTFPME!
Join date: 19 Oct 2006
Posts: 2,087
The Scrubber
07-19-2007 14:08
Jopsy Pendragon has a handy little script he calls The Scrubber, which turns off most persistant behaviors on a prim, then deletes itself, as in Aleister's example. It's exceedingly handy when things get out of control, and should be in everyone's toolbox. Would suggest going to his pad in Teal and finding it (couldn't begin to tell you exactly where) and add the llStopSound() function to it if you please.
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
07-19-2007 14:37
From: Zaphod Kotobide
Jopsy Pendragon has a handy little script he calls The Scrubber, which turns off most persistant behaviors on a prim, then deletes itself, as in Aleister's example. It's exceedingly handy when things get out of control, and should be in everyone's toolbox. Would suggest going to his pad in Teal and finding it (couldn't begin to tell you exactly where) and add the llStopSound() function to it if you please.


The Scrubber should be sitting on a big glass table/display-stand, just to the right of the example library in the center of the particle laboratory. =)

I'll make sure to drop in the llStopSound() line as well next time I'm on! :)
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Arua Rotaru
Registered User
Join date: 28 Jun 2007
Posts: 390
07-19-2007 14:37
IM me in game i have a scrubber script that will take care of it and its free i should be in in a few when my isp quits acting up
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Incanus Merlin
Not User Serviceable
Join date: 12 Apr 2007
Posts: 583
07-19-2007 14:41
Anyone got one with "It's a small small world"......?
Chas Connolly
Registered User
Join date: 24 Jan 2007
Posts: 1,433
07-19-2007 15:34
... or it's a maaad world ....
Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
07-19-2007 20:01
// The Scrubber
// Jopsy Pendragon, Feb 10 2006, Version 2, last updated July 19, 2007
// Just drop this script on a prim that's giving you grief.
// It will resetmost persistant prim settings that can only be set by scripts.

default
{
state_entry()
{
llSetSitText( "" );
llSetTouchText( "" );
llParticleSystem( [ ] );
llSetText( "", ZERO_VECTOR, 1.0 );
llTargetOmega( ZERO_VECTOR, 0, 0 );
llSetCameraAtOffset( ZERO_VECTOR );
llSetCameraEyeOffset( ZERO_VECTOR );
llSitTarget( ZERO_VECTOR, ZERO_ROTATION );
llSetTextureAnim( FALSE , ALL_SIDES, 1, 1, 0, 0, 0.0 );
llStopSound();
llOwnerSay("This Prim is Clean... ";);
llRemoveInventory( llGetScriptName() ); // vanish without a trace...
}
}
Xplorer Cannoli
Cache Cleaner
Join date: 18 Sep 2005
Posts: 1,131
07-19-2007 21:27
Ty Jopsy
Sally Silvera
live music maniac
Join date: 17 Feb 2007
Posts: 2,325
07-20-2007 01:30
woohooooo, now i can get rid of the pest that is persistent bling in an earring!
ty Jopsy for saving my eyesight!
Aleister Montgomery
Minding the gap
Join date: 30 Apr 2006
Posts: 846
07-20-2007 03:25
From: Incanus Merlin
Anyone got one with "It's a small small world"......?


From: Chas Connolly
... or it's a maaad world ....


And what's that supposed to mean? Oh yeah, I see, I must have stolen a freebie script. Because it's impossible that two people can come up with a simple idea independently.

Next time I'll think twice before trying to be helpful and check if someone has a copyright on my advice first.
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Mykyl Nordwind
Registered User
Join date: 14 Nov 2006
Posts: 105
07-20-2007 05:49
From: poopmaster Oh
hold shift to copy the prim, then delete the new copy, the old copy will also stop doing what it was doing


This is because Shift-Copy leaves the copy in place - what you pull away is the original prim.
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Chas Connolly
Registered User
Join date: 24 Jan 2007
Posts: 1,433
07-20-2007 09:18
From: Aleister Montgomery
And what's that supposed to mean? Oh yeah, I see, I must have stolen a freebie script. Because it's impossible that two people can come up with a simple idea independently.

Next time I'll think twice before trying to be helpful and check if someone has a copyright on my advice first.


My reference to the the song 'Mad world' had absolutely nothing to do with your post, Aleister and everything to do with SL in general.
I'm sure a lot of people, me included, appreciate your being helpful. Keep it up!
Oh, and don't be so touchy:))