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Unscripted Sound Source!?

Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
10-26-2007 11:29
ok, bit-o-wierdness encountered...

on my friends land, I was trying to track down the source of an annoying sound, so I turned on beacons for sound sources....

and much to my surprise, found that I had not one, but TWO centered on my head... so I take off my attachments, and put them back on 1 at a time.... and it was my glasses....

5 prims, all material wood, with no scripts in any of the prims....

uhm? WTF!? how is that possible?

and more importantly, how do I get rid of it?
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Tyken Hightower
Automagical
Join date: 15 Feb 2006
Posts: 472
10-26-2007 11:33
From: Void Singer
ok, bit-o-wierdness encountered...

on my friends land, I was trying to track down the source of an annoying sound, so I turned on beacons for sound sources....

and much to my surprise, found that I had not one, but TWO centered on my head... so I take off my attachments, and put them back on 1 at a time.... and it was my glasses....

5 prims, all material wood, with no scripts in any of the prims....

uhm? WTF!? how is that possible?

and more importantly, how do I get rid of it?

llCollisionSound will set the sound played upon collision (which may mean your avatar colliding with anything, in an attachment), and I'm not completely sure, but I think this persists without the script needing to stay in the prim. Only thing I can think of.
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
10-26-2007 12:32
it even works with llLoopSound. I sell a florescent light prop with a "buzz" sound, i dropped in a script that used llLoopSound to set a sound loop, and then deleted the script. Sound plays anyway, so it has to be saved as a prim parameter. But like most prim Parameters, shift-dragging a copy causes the static parameter to be cleared.
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