llLoopSoundSlave
function
Function syntax
llLoopSoundSlave(string sound,// Name of a sound in the prim's inventory, or a UUID.float volume// Volume level to set, between 0.0 (silent) and 1.0 (loud).
);- Energy
- 10
Plays the attached sound looping indefinitely at the specified volume, synchronized to the most audible active Sync Master in range.
Plays attached sound looping at volume, synced to most audible sync master declared by llLoopSoundMaster.
llLoopSoundSlave("", 0.0);Caveats
Section titled “Caveats”- As an object can only have a single active sound,
llLoopSoundSlave()should be called from a different prim than the one that defined a sync master, otherwise it will remove the master sound, and no sound will be available to sync-to.
Examples
Section titled “Examples”Example 1
default{ state_entry() { llLoopSoundSlave("sound name",.05); }}Known issues
Section titled “Known issues”From the issue templates included by the wiki article:
- VWR-1574 (bug): llLoopSoundSlave and llPlaySoundSlave produce no sound.
See also
Section titled “See also”Functions
Section titled “Functions”llPlaySound— 3=Plays a soundattachedonce.llPlaySoundSlavellLoopSound— 3=Plays a soundattachedindefinitely.llLoopSoundMasterllTriggerSound— 3=Plays a soundunattached.llTriggerSoundLimited
Original wiki source
Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.