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Why llPreloadSound doesn't work

Kaiser Bogomil
Registered User
Join date: 15 Mar 2006
Posts: 20
11-06-2008 17:14
As of build: 1.21.6 (99587) Oct 14 2008 17:42:25 (Second Life Release)

This function only works when the sound has never been played/preloaded by the client.

This is why it fails.... The first time the sound is preloaded - it gets cached. And will play as you might expect - however when you quit SL - SL deletes the cached file..... BUT not
the GUID in the index. Consequently - when the client is restarted and a script tries to preload the sound - the preload will not take place because it "sees" the entry in the index file & thinks the sound has already been preloaded. The sound file itself however, is not in the cache because it was deleted the last time the client exited.

I will have been a SLitizen for 3 years in Feb 2009. And this problem still hasn't been fixed.

The fix is easy - remove the sound file GUID's from the index when SL exits. Or leave the sound files in the cache when SL exits.
Eazel Allen
EA-design™
Join date: 11 Feb 2007
Posts: 123
preload and trigger works fine
11-08-2008 02:04
Im Usin the same code in my new tool and it works fine the sounds triggers even after restart using the same viewer as you.Why is your cache deleting every time u restart thats not normal you probably need to look in that direction to solve your problem.
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Kaiser Bogomil
Registered User
Join date: 15 Mar 2006
Posts: 20
11-08-2008 20:52
When I look at the files in my cache directory before I logout - there are plenty of guid.dsf files. When I exit - they disapear. Why? I have no idea - I tried looking for a "delete cache on exit" pref someplace but I couldn't find one.

It is possible that the client is compressing the cache into another file someplace. That might explain the problem. That is - if the client is slow at decompressing - I would hear dead air until the decompression finished. But I have a 3.3GHz machine, 800Mhz FSB & matching memory. I would hope that llPreload would decompress the files if they're already downloaded. But it doesn't.

Today - I took a look at the "Statistics" viewer & saw that after I played a song for the first time, relogged & played it again I could see that the song fragments were not being downloaded the second time. - No bandwidth was being used the second time & lots of bandwidth was used the first time the song was played. So then I wrote a loop that just did llPreloadSound on all the fragments. Nothing appeared in my cache & I also saw no activity on the bandwidth monitor. & finally, in my loop, I replaced llPreloadSound with llPlaySound & then the fragments did appear at intevals of 10 seconds. And then the song would play without skips.
Cypher Ragu
[Mad Scientist]
Join date: 6 Jul 2008
Posts: 174
11-11-2008 19:40
This is probably completely off-topic, but, what is the difference between llPreloadSound and llSoundPreload? Does it actually handle the cache files differently, or are they really the same thing? The only difference I have noticed is that llSoundPreload doesn't have a time delay.
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Escort DeFarge
Together
Join date: 18 Nov 2004
Posts: 681
11-12-2008 12:20
The difference is that llSoundPreload() was deprecated many eons ago.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
11-12-2008 12:40
From: Escort DeFarge
The difference is that llSoundPreload() was deprecated many eons ago.

LOL. Deprecated, huh? Deprecated and rendered non-functional, or deprecated and still working ("deprecated" is different from "obsolete" in CS terminology)? If still functional, does it work BETTER? ;)
bobbyb30 Swashbuckler
Registered User
Join date: 8 Sep 2008
Posts: 46
11-12-2008 16:39
If you feel this is an error, please file a jira report.
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Escort DeFarge
Together
Join date: 18 Nov 2004
Posts: 681
11-13-2008 10:57
From: Hewee Zetkin
LOL. Deprecated, huh? Deprecated and rendered non-functional, or deprecated and still working ("deprecated" is different from "obsolete" in CS terminology)? If still functional, does it work BETTER? ;)

Deprecated as in "tomorrow" it may do anything at all or nothing at all. Deprecated as in "one day" it will fail to compile.
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