llPlaySoundSlave
void llPlaySoundSlave(string Sound, float Volume)Plays attached Sound once, at Volume (0.0 - 1.0), synced to next loop of most audible sync master.
Behaviour is identical to llPlaySound, unless there is a "Sync Master" present. If a Sync Master is already playing, the Slave sound will not be played until the Master hits its loop point and returns to the beginning.
llPlaySoundSlave will play the sound exactly once; if it is desired to have the sound play every time the Master loops, either use llLoopSoundSlave with extra silence padded on the end of the sound or ensure that llPlaySoundSlave is called at least once per loop of the Master.
Parameters
-
Sound(string) -
Volume(float)
- As an object can only have a single active sound, this function should be called from a different prim than the one that defined a sync master, otherwise it will remove the master sound, and no sound will be available to sync-to.
- 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 example on llLoopSoundMaster).
See Also
Section titled “See Also”- [llPlaySound] - Plays a sound attached once.
- [llLoopSound] - Plays a sound attached indefinitely.
- [llLoopSoundMaster]
- [llLoopSoundSlave]
- [llTriggerSound] - Plays a sound unattached.
- [llTriggerSoundLimited]
- [llSetSoundQueueing]