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
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llLoopSound - float volume not working? |
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Slawkenbergius Slade
Registered User
Join date: 21 May 2007
Posts: 133
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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 |
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Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
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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.
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--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. |
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Django Yifu
Beat Island Gaffer
Join date: 7 May 2007
Posts: 189
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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.
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