You are currently not logged in! Enter your authentication credentials below to log in. You need to have cookies enabled to log in.
llPlaySound(string sound, float volume)
Play a sound once in the current prim.
A string with the sound name, or a UUID. If it is a sound name, it must exist in the inventory of the prim.
The volume from 0.0 (minimum) to 1.0 (max)
llSetSoundQueueing is set to TRUE.llTriggerSound and llTriggerSoundLimited start sounds that are not part of a prim, but are "dropped" where the prim is at the time of starting and become independent, and are therefore not subject to this limitation.llTriggerSound or llTriggerSoundLimited.// Looks for a sound named "Applause" in the prim's inventor y, // playing it at full volume if it exists, or giving an error if not: llPlaySound("Applause", 1.0); // Plays a gunshot sound (unless a sound called 00000000-00 ... 0101 // already exists in the prim's inventory, in which case that sound // will be played instead). The volume will be half the maximum. llPlaySound("00000000-0000-0000-0000-000000000101", 0.5);
llStopSound stops a sound playing in this prim.llLoopSound plays a looped sound in this prim.llLoopSoundMaster plays a looped sound letting others synchronize with it.llLoopSoundSlave plays a looped sound synchronized with a master.llPlaySoundSlave plays a sound synchronized with a master.llAdjustSoundVolume adjusts the volume of a sound playing in this prim.llSetSoundRadius adjusts how far the prim sounds can be heard.llSetSoundQueueing adjusts whether sounds are enqueued in this prim.llTriggerSound "drops" a sound where the prim is.llTriggerSoundLimited "drops" a sound where the prim is, with limited reach.llPreloadSound causes a sound to be preloaded, for faster playing.llSound plays a sound in this prim (deprecated - use llPlaySound instead).llSoundPreload causes a sound to be preloaded (deprecated - use llPreloadSound instead).