LlLoopSoundMaster
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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)
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|* If {{LSLP|{{{1}}}}} is missing from the prim'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
|-
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|-
{{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}}
|-
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{| {{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
|-
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|-
{{VarPair|p_ta_desc}}
|-
{{VarPair|p_ta_hover}}
|}
</noinclude>Original wiki source
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