Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

llLoopSound - float volume not working?

Slawkenbergius Slade
Registered User
Join date: 21 May 2007
Posts: 133
09-15-2007 12:12
Changing the value of the float volume (values 0.0 - 1.0) doesn't appear to change the voume of the sound produced. I've asked on a couple of in-world groups & others seem to have the same problem. Is this a known issue or am I doing it wrong?

TIA
Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
09-15-2007 12:18
I would imagine it's a known issue. I have never had any luck whatsoever in getting a reliable response for volume out of sound functions. Sometimes a sound is very loud--other times it is VERY quiet...and it doesn't seem to change at all based on the float I enter.
_____________________
--AeonVox--

Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms chasing ghosts, eating magic pills, and listening to repetitive, addictive, electronic music.
Django Yifu
Beat Island Gaffer
Join date: 7 May 2007
Posts: 189
09-18-2007 10:52
This is a common problem. Before you here the difference in volumeyou need to stop the sound playing

i allways include an

//llStopSound();

in any looping sound script.

It's then easy to simply change the // from the llStopSound(); to the llLoopSound(); - and save the script to stop your sound looping. Then adjust the sound volume and swap the // back to llStopSound(); to try out your new volume.

It's longwinded I know but the only solution i have found

try this thread for an example of the script i would use

/54/e0/205364/1.html
_____________________
Tread softly upon the Earth for you walk on my face.