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Sound behaviour/sound scripting

Plaga Fool
Registered User
Join date: 22 Aug 2004
Posts: 26
01-10-2005 11:02
Hello, i've been looking at the sound related functions and i wanted to know if there any workarounds to be able to do other things like:

-retreiving info of the sound being played (i.e. duration)

-in loop mode, detecting the beggining and end of each loop (to trigger stuff)

-fade in /fade out (this is prolly possible with volume control and some kind of timer true?)

- add one of ur own here hehe :p

;

I also would like to understand how does sound work in SL, as in how does the preload works,

-does it load on every client that is around and plays itself at the same time for all clients?

-do sounds looping creates lag?

-how many sounds can i have looping on the same 1024 meters without experiencing problems on the sound or lag ? why is that?

;

Any other information about sound in SL or it's manipulation will be greatly appreaciated, thank u very much.
Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
01-10-2005 11:56
two sound family. Trigger and play

play:
can be adjusted
can be stooped
can be qed
can be pre loaded
are attached to the center of the object they're triggered from, and travel with the object
do not have a radius setting, but may some day, for now turning down volume is the best solution.
llPlaySound plays one and only one sound at a time.
support looping

trigger sounds:
are not attached to objects
can not be adjusted
can not be stopped
can play multiple sounds at ones
radius can be defined

loop sounds, part of the play family of sound commands
loop indefinitely, until they are stopped

slave master, some play sounds support slave master
slave sounds start at the same time as master loop
master sounds can drown out slave sounds
llPlaySoundSlave works like llPlay sound, but if a master is set it will cause the sound to be played at the beginning of loop.

the sound queued is limited to one. i.e. play a b c would end up as play a b

I think pre loading works like this. You say play sound, sound is triggered, the computer would normally play the sound right away. but with quing on it will wait a few second and then play the sound.

I like play sound, but I use both sets of commands. I like play because it's attached to the object. Witch works better for moving vehicles, animals, extra.

to do complex timing timers are needed. if you do use timers. Please make sure to have an off on built into the script.

far as I know, there is no way to get the length of a sound. unless you know it, and tell the script manually. But we do know that sound clips max out under a minute. I think it's what 10 seconds? so it's kind of easy to guess a sound length.

May i ask, what are you trying to do? randomly play sounds (ambiden nois) , make records, add fx to a gun, car, air plane?
Laukosargas Svarog
Angel ?
Join date: 18 Aug 2004
Posts: 1,304
01-10-2005 15:20
If you havent already please take the time to read this ...


using sound volume considerately

good luck with your creations :)