llPlaySoundSlave
function
Function syntax
llPlaySoundSlave(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 once at volume, synchronized to the next loop point of the most audible active Sync Master.
Plays attached sound once at volume, synced to next loop of most audible sync master declared by llLoopSoundMaster.
llPlaySoundSlave("", 0.0);Caveats
Section titled “Caveats”- As an object can only have a single active sound, this function 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.
- This function is affected by the Sound Queueing property of the parent prim - this means it’s possible to queue a slave sound prior to starting a master, without having to use more than one prim as an emitter. (See example on
llLoopSoundMaster).
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.llLoopSound— 3=Plays a soundattachedindefinitely.llLoopSoundMasterllLoopSoundSlavellTriggerSound— 3=Plays a soundunattached.llTriggerSoundLimitedllSetSoundQueueing
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.