Embeded Sound
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bargain Walcott
Registered User
Join date: 31 Oct 2005
Posts: 248
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11-29-2005 15:56
I have this dance floor someone gave me that I like all except it has a water sound embedded in it. Now the guy I got it from said he added it but then took it out. Well you can still hear it. I looked at the contents and it just has a rotating texture script in it. I can't figure out how to get this water sound out of it. I'm very new to this so please don't get to technical on me. What am I missing here? Shouldn't there be a sound file in the contents for this to be happening and also somewhere in the script a reference to it?
Thanks.
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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11-29-2005 17:03
Well, it's possible that the rotating texture script has a line in it to play a sound clip. And a sound clip can be referenced by its UUID/key, so it doesn't actually need to be in the prim's inventory.
If you can edit the script, look for a line that has llPlaySound or llLoopSound in it, and take it out. That should fix it.
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bargain Walcott
Registered User
Join date: 31 Oct 2005
Posts: 248
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11-29-2005 17:18
Yes, I kind of new that. Problem is, well, there is nothing like that in the script! Here it is; From: someone default { state_entry() { llSetTextureAnim(ANIM_ON | SMOOTH | LOOP,ALL_SIDES,0,0,0.0, 1,0.06); } } And that's it.
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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11-29-2005 17:22
Is the dance floor a single prim? If not, then the Edit window just shows you the scripts in the main/root prim. Click the check-box that says 'Edit Linked Prims', and then click on each prim of the dance floor one by one, and see if the audio script is in any of the other prims.
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bargain Walcott
Registered User
Join date: 31 Oct 2005
Posts: 248
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11-29-2005 17:59
It appears to be just 1 prim, yes. I will send you a copy.
oops, sry, it has no transfer but i'll get one from my friend that I can transfer to you.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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11-29-2005 18:03
Canya please send me one too? Vewwwy curious I am. Thanxies in advanz0r!
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Zapoteth Zaius
Is back
Join date: 14 Feb 2004
Posts: 5,634
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11-29-2005 18:07
Try adding
llStopSound();
To the script and saving it..
_____________________
I have the right to remain silent. Anything I say will be misquoted and used against me.--------------- Zapoteth Designs, Temotu (100,50)--------------- 
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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11-29-2005 18:19
From: Zapoteth Zaius Try adding llStopSound(); To the script and saving it.. Do what Zap says, it will fix it. A looped sound is part of the prim's parameters, like its shape, its particles, and its hover-text.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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11-29-2005 18:27
From: Jillian Callahan Do what Zap says, it will fix it. A looped sound is part of the prim's parameters, like its shape, its particles, and its hover-text. Is there an easier way to switch these off? It confuzzles me. (I once had a tango with "the phantom hovertext menace".
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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11-29-2005 18:40
From: Torley Torgeson Is there an easier way to switch these off? It confuzzles me. (I once had a tango with "the phantom hovertext menace". Not really. I've got a series of scripts for resetting these prim parameters that you drop in to the object and the script removes itself when done, and that makes it easier. For sound: default { state_entry() { llStopSound(); llRemoveInventory(llGetScriptName()); } }
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Zapoteth Zaius
Is back
Join date: 14 Feb 2004
Posts: 5,634
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11-29-2005 18:47
From: Torley Torgeson Is there an easier way to switch these off? It confuzzles me. (I once had a tango with "the phantom hovertext menace". Once you get into the habbit of it, its easy.. As long as you remember to remove the floating text from the script before you delete it..
_____________________
I have the right to remain silent. Anything I say will be misquoted and used against me.--------------- Zapoteth Designs, Temotu (100,50)--------------- 
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bargain Walcott
Registered User
Join date: 31 Oct 2005
Posts: 248
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11-29-2005 20:54
Sorry it took so long for me to get back here, I was playing free slots...lol I tried both suggestions and both worked well for removing the sound. The problem with Jillian's first solution though is for some reason it also stopped the rotation script from working and the texture did not rotate anymore. I tried re-rezing it several times with the same outcome. The second solution, adding the self removing script, worked like a charm! I built a little dance hall totally out of this object and when you walked into it, it sounded like you were in an aquarium and it was driving me insane. So I appreciate all the help on this problem. I'll hang on to this info in case I ever encounter the same problem. Again, thank you all very much, esp. Jullian 
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Zapoteth Zaius
Is back
Join date: 14 Feb 2004
Posts: 5,634
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11-29-2005 21:00
From: bargain Walcott Again, thank you all very much, esp. Jullian  *cough*Jillian*cough*
_____________________
I have the right to remain silent. Anything I say will be misquoted and used against me.--------------- Zapoteth Designs, Temotu (100,50)--------------- 
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Jokey Domela
Registered User
Join date: 27 Jul 2005
Posts: 83
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11-30-2005 06:41
Just an FYI, maybe you guys/gals can confirm, but llStopSound() no longer works on a sound started with llPlaySound.
I posted this problem to the Hotline to Lindens where it was completely ignored.
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bargain Walcott
Registered User
Join date: 31 Oct 2005
Posts: 248
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11-30-2005 08:10
Sorry Zap, didn't mean to slight you  I tought both solutions came from Jullian but I mis-read it. Your code did work too, it just knocked out the texture rotation but this object was kinda quirky. I guess I should not single out thanks to any one person, you all have been and always are so helpfull 
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Selador Cellardoor
Registered User
Join date: 16 Nov 2003
Posts: 3,082
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11-30-2005 09:01
bargain, I think it was merely a spelling problem. 
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