Skip to content
lsl.devlsl.devLSL Dev

LlLoopSoundMaster

Looking for the current API? Open the llLoopSoundMaster reference →

Wiki description

Plays attached sound looping at volume, declares it a sync master.

Caveats

  • 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 below).

Examples

// for an uploaded .wav file called "MasterLoop" in inventory
llLoopSoundMaster("MasterLoop", 1.0);
The script below is an example of how using llSetSoundQueueing affects the interaction between master and slave sounds. In the example, it is used to run a car engine.
integer playState; //see LUT below.

list lut = ["Engine start, idle.","Accelerate, speed loop.","Decelerate, idle.", "Idle, stop"];

default
{
    state_entry()
    {
        llSetSoundQueueing(TRUE); //Set this so the we don't skip the 1st 'slave' sound.
    }

    touch_start(integer total_number)
    {
        llWhisper(0, "Sound: " + llList2String(lut,playState));
        if(!playState) //start engine.
        {
            llPlaySoundSlave("engine start",1); //This sound is skipped if Sound Queueing is not set.
            llLoopSoundMaster("idle",1);
        }
        else if(playState == 1) //accelerate, then play driving loop
        {
            llPlaySoundSlave("accelerate",1);
            llLoopSoundMaster("speed",1);
        }
        else if(playState == 2) //decelerate to idle.
        {
            llPlaySoundSlave("decelerate",1);
            llLoopSoundMaster("idle",1);
        }
        else //stop the engine.
        {
            llPlaySoundSlave("engine stop",1);
            llSleep(2); //Wait until the above sound completes.
            llStopSound(); //Call this to prevent the master loop from restarting randomly (e.g. upon script reset or region change).
            playState = -1; //This actually resets to 0, as it's incremented below.
        }
        ++playState; //increment playState.
    }
}
The script below can be added to an object, to toggle a SoundMaster on and off. Note that the script requires a sound in inventory called MasterLoop, or you need to change the argument in the function for it to work.
//This integer (actually a boolean) will be used to manage the toggle effect.
integer soundState = FALSE;
//Change MasterLoop to the sound clip you want to use.
string soundClip = "MasterLoop";
default {
    state_entry()
    {
        //Displays red "OFF" as floating text above the prim
        llSetText("OFF", <1,0,0>, 1.0);
    }
    touch_start(integer num_detected)
    {
        //When touched, soundState inverts its current boolean value. 1 becomes 0, 0 becomes 1. 
        soundState = !soundState;
        if(soundState)
        {
            //Run this code when entering soundState 'on'
            //Displays green "ON" as floating text above the prim
            llSetText("ON", <0,1,0>, 1.0);
            llLoopSoundMaster(soundClip, 1.0);
        }else
        {   //Run this code when entering soundState 'off'
            //When touched, stop sound & display red "OFF" as floating text.
            llSetText("OFF", <1,0,0>, 1.0);
            llStopSound();
        }
    }
}

See also: functions

Shared wiki helpers

The original page also injects shared parameter notes, caveats or issue information through these helpers. Their conditional MediaWiki logic is not reproduced here; inspect the preserved helper source for additional material.

Template:LSL Function/inventory

Original shared helper source (conditional wiki logic is not evaluated)
{{LSL Injection Test}}<includeonly>{{#if:
{{:DEBUG_CHANNEL}}

{{#vardefine:p_{{{1|none}}}_desc|{{AAn|{{#if:{{{insert|}}}|{{{insert}}}|{{#if:{{{type|}}}|{{{type}}}|item}}}}}} in the {{LSLGC|Inventory|inventory}} {{#if:{{{remote|}}}|of the {{#if:{{{target|}}}|[[{{{target|}}}|target]]|target}} prim|of the prim this script is in}}{{#ifeq:{{{uuid|}}}{{{UUID|}}}|true|{{#if:{{{empty|}}}|,|&#32;or}} a {{HoverLink|UUID|Universally Unique IDentifier}}{{#if:{{{type|}}}|&#32;of {{AAn|{{{type}}}}}}}}}{{#if:{{{empty|}}}|&#32;or an empty string{{#ifeq:{{{empty}}}|*||&#32;{{{empty}}}}}}}{{#var:p_{{{1|none}}}_desc}}}}

{{#vardefine:p_{{{1|none}}}_hover|{{AAn|{{#if:{{{insert|}}}|{{{insert}}}|{{#if:{{{type|}}}|{{{type}}}|item}}}}}} in the inventory {{#if:{{{remote|}}}|of the target prim|of the prim this script is in}}{{#ifeq:{{{uuid|}}}{{{UUID|}}}|true|{{#if:{{{empty|}}}|,|&#32;or}} a UUID{{#if:{{{type|}}}|&#32;of {{AAn|{{{type}}}|{{{type_hover|{{{type}}}}}}}}}}}}{{#if:{{{empty|}}}|&#32;or an empty string{{#ifeq:{{{empty}}}|*||&#32;{{{empty_hover|{{{empty}}}}}}}}}}{{#var:p_{{{1|none}}}_hover}}}}

{{#vardefine:caveats{{#var:direction}}|{{#if:{{#if:{{{no_caveat|}}}||{{{1|}}}}}|{{#var:caveats{{#var:direction}}}}
{{#if:{{{empty|}}}|* If {{LSLP|{{{1}}}}} is not an empty string and...
**{{LSLP|{{{1}}}}} is missing from the prim&#39;s inventory {{#if:{{{full|}}}|or not {{HoverLink|:Category:LSL_Permissions/Asset|copy, mod and transfer|full permissions}}}} {{#ifeq:{{{uuid|}}}{{{UUID|}}}|true|and it is not a {{HoverLink|UUID|Universally Unique IDentifier}}}} {{#if:{{{type|}}}|or it is not {{AAn|{{{type|item}}}}}}} then {{#if:{{{silent|}}}|it fails silently|an error is shouted on {{#var:DEBUG_CHANNEL}}}}.
|* If {{LSLP|{{{1}}}}} is missing from the prim&#39;s inventory {{#if:{{{full|}}}|or not {{HoverLink|:Category:LSL_Permissions/Asset|copy, mod and transfer|full permissions}}}} {{#ifeq:{{{uuid|}}}{{{UUID|}}}|true|and it is not a {{HoverLink|UUID|Universally Unique IDentifier}}}} {{#if:{{{type|}}}|or it is not {{AAn|{{{type|item}}}}}}} then {{#if:{{{silent|}}}|it fails silently|an error is shouted on {{#var:DEBUG_CHANNEL}}}}. }}{{#ifeq:{{{uuid|}}}{{{UUID|}}}|true|
* If {{LSLP|{{{1}}}}} is a {{HoverLink|UUID|Universally Unique IDentifier}} then there are no new [[:Category:LSL_Permissions/Asset|asset permissions]] consequences for the object.
** The resulting object develops no new usage restrictions that might have occurred if the asset had been placed in the prims inventory.}}|{{#var:caveats{{#var:direction}}}}}}}}

{{{{#if:{{{volume|}}}|LSL Function/volume}}|{{{volume|}}}|}}

}}</includeonly><noinclude>
{{Multi-lang}}
{{UpdateLink}}

{| {{Prettytable}} {{#vardefine:caveats}}{{#vardefine:p_ta_desc}}{{#vardefine:p_ta_hover}}
|+<code><nowiki>{{{{FULLPAGENAMEE}}|ta|type=sound|uuid=true}}</nowiki></code>{{{{FULLPAGENAMEE}}|ta|type=sound|uuid=true}}
|-{{Hl2}}
! #var
! value
|-
{{VarPair|caveats}}
|-
{{VarPair|p_ta_desc}}
|-
{{VarPair|p_ta_hover}}
|}

{| {{Prettytable}} {{#vardefine:caveats}}{{#vardefine:p_ta_desc}}{{#vardefine:p_ta_hover}}
|+<code><nowiki>{{{{FULLPAGENAMEE}}|ta|type=sound|uuid=false}}</nowiki></code>{{{{FULLPAGENAMEE}}|ta|type=sound|uuid=false}}
|-{{Hl2}}
! #var
! value
|-
{{VarPair|caveats}}
|-
{{VarPair|p_ta_desc}}
|-
{{VarPair|p_ta_hover}}
|}

{| {{Prettytable}} {{#vardefine:caveats}}{{#vardefine:p_ta_desc}}{{#vardefine:p_ta_hover}}
|+<code><nowiki>{{{{FULLPAGENAMEE}}|ta|type=landmark|uuid=true|empty=(for teleporting within the same region)}}</nowiki></code>{{{{FULLPAGENAMEE}}|ta|type=landmark|uuid=true|empty=(for teleporting within the same region)}}
|-{{Hl2}}
! #var
! value
|-
{{VarPair|caveats}}
|-
{{VarPair|p_ta_desc}}
|-
{{VarPair|p_ta_hover}}
|}

</noinclude>
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.