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articles:sound [2015-09-22 12:15 SLT] sei make tip round |
articles:sound [2024-04-29 01:07 SLT] (current) sei llPlaySound is not looped! |
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When a detached sound is triggered from an attachment, the invisible object will be "dropped" inworld, where the avatar is. In the case of HUDs, this means that detached sounds can be heard by anyone, as opposed to attached sounds in HUDs, which can only be heard by the wearer. | When a detached sound is triggered from an attachment, the invisible object will be "dropped" inworld, where the avatar is. In the case of HUDs, this means that detached sounds can be heard by anyone, as opposed to attached sounds in HUDs, which can only be heard by the wearer. | ||
+ | |||
+ | The source of the sound is located at that object. The closer to the source, the more intense the sound. If the object moves, a Doppler effect is applied (i.e. the pitch is higher as the object gets closer to the camera, and lower as it gets farther). | ||
===== Functions related to Sound ===== | ===== Functions related to Sound ===== | ||
- | * $lfn[llPlaySound] plays a looped sound attached to this prim. | + | * $lfn[llPlaySound] plays a sound attached to this prim. |
* $lfn[llStopSound] stops an attached sound playing in this prim. | * $lfn[llStopSound] stops an attached sound playing in this prim. | ||
* $lfn[llLoopSound] plays a looped sound attached to this prim. | * $lfn[llLoopSound] plays a looped sound attached to this prim. |