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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).