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Music / Sound longer than 10 secs ?

Piggie Paule
Registered User
Join date: 22 Jul 2008
Posts: 675
01-26-2009 02:16
Just this weekend was the 1st time I'd ever tried to upload a sound file.

Got around the normal 44.1 PCM etc problems and then found you can only upload 10 secs worth.

So, ok......

How do you get around this one?

10 secs ig fine for a short sound effect, but I've bought (and found free) items which play much longer pieces of music (like xmas trees that play xmas songs last last 1 min ish each)

SO, what's the deal on music?

I know you have Video and Music which is streamed (in world TV and Radio's)

But what else is there?

MP3's Or some scripting tricks, or what?

Thanks :)
Pedro McMillan
SLOODLE Developer
Join date: 28 Jul 2007
Posts: 231
01-26-2009 04:20
The answer is: scripting tricks. :)

What you've got to do is use "llSetSoundQueueing" to enable the queuing-up of sounds which you want played. With your recording divided into 10sec chunks, you start playing your first chunk (although it's probably best to have preloaded it previously, using llPreloadSound, so that it starts playing as soon as you require). Immediately, you use llPlaySound again for your second chunk, and that will then be played when the first one has finished.

Unfortunately (and here's the important bit), you can only queue one sound at a time, so you probably have to use a timer every 10 seconds to queue up the next chunk. (See llSetTimerEvent).

There are probably various tweaks or other ways of doing things that will improve it, but that's the basic principle anyway.
Piggie Paule
Registered User
Join date: 22 Jul 2008
Posts: 675
01-26-2009 05:03
From: Pedro McMillan
The answer is: scripting tricks. :)

What you've got to do is use "llSetSoundQueueing" to enable the queuing-up of sounds which you want played. With your recording divided into 10sec chunks, you start playing your first chunk (although it's probably best to have preloaded it previously, using llPreloadSound, so that it starts playing as soon as you require). Immediately, you use llPlaySound again for your second chunk, and that will then be played when the first one has finished.

Unfortunately (and here's the important bit), you can only queue one sound at a time, so you probably have to use a timer every 10 seconds to queue up the next chunk. (See llSetTimerEvent).

There are probably various tweaks or other ways of doing things that will improve it, but that's the basic principle anyway.


Ahhhh, right I see. Sneeky eh :)

Seems daft than Linden allow you to pack a prim with sounds and string them together, but not allow you to load a longer sound in the 1st place.

If I was cynical I could think it was so you had to pay L$ for each 10 seconds worth ;)

Out of interest, might there be a freely availiable script that would do this, so you just need to edit the script with the correct sample names for it to play?

Thanks.
Ruthven Willenov
Darkness in your light
Join date: 16 Jan 2008
Posts: 965
01-26-2009 07:03
From: Piggie Paule


Out of interest, might there be a freely availiable script that would do this, so you just need to edit the script with the correct sample names for it to play?

Thanks.

there are several freebie "CD's" floating around sl that do just that. if i remember, i'll drop you one in world when i sign in. i'll post the script here as well

edit: nevermind, i found it here
/54/26/286553/1.html
Fenoe Lowey
Registered User
Join date: 13 May 2007
Posts: 5
04-01-2009 17:00
i have recived a soundclip in sl thats longer than 10 sec....more like 30 seconds, so someone managed to bypass the 10sec limit.
i wonder how they did it.
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
04-01-2009 17:42
It might help to figure out how this was done if you would tell us the name and or the name of the creator of the reported longer than ten second soundclip.
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