rkgddg Posted January 28, 2020 Share Posted January 28, 2020 Hello everyone. This is my first post I am looking a lot for this and I will love to find the way to solve this. I have a music object. Lets say... Violin, Piano, Cello, but they are object that emmit sounds. You need to zoom in sometimes to hear the music. They are reaaaaallly great. What I need now you know what I have and my problem. I need something like an amplifier. I need to amplifie the sound of this object. I dont want to people have to zoom in to hear the sound OR streaming it. I need to amplifi the sound of this object. Someone know how? I am looking for some amplifiers on MP but they are for specific product. I have bought some but they didnt work. I need help guys! If someone can make something to help this I can pay, or if someone knows something where to buy I will. I just need to amplify this :/ Thank you! Link to comment Share on other sites More sharing options...
Lindal Kidd Posted January 28, 2020 Share Posted January 28, 2020 When you upload a sound file to SL, it is important that its native volume is as loud as you can get it, without distortion. The easiest way I've found to do this is to 1) increase the amplitude of the file in an audio editing program so the peaks are at or near 0 dB, then 2) apply a normalization filter. Do these edits, then save the file and upload it. The reason that you need to do this is because SL does not have any "volume up" feature, only "volume down". In the script that plays the sound file, you can set the playback volume to 100%, or any lesser value, but you can't increase it. Added to this is the fact that listeners can adjust the playback volume of sounds emitted by objects with the viewer's volume sliders. Sorry to be the bearer of bad tidings! Link to comment Share on other sites More sharing options...
Rolig Loon Posted January 28, 2020 Share Posted January 28, 2020 Sadly, there's not much you can do. As in RL, sound intensity drops off as the negative cube root of distance from its source. You can't beat physics. If you wrote the script for the object that's emitting sound, you can script repeaters that you place several meters away, all around it -- essentially like slave speakers. They don't actually "hear" the sound and pass it along. They are semi-independent sound sources, duplicates of the parent and triggered by a signal from it. If you didn't write the thing, though, you're pretty much out of luck. 1 Link to comment Share on other sites More sharing options...
Desiree Moonwinder Posted January 28, 2020 Share Posted January 28, 2020 (edited) 59 minutes ago, rkgddg said: I have a music object. Lets say... Violin, Piano, Cello, but they are object that emmit sounds. You need to zoom in sometimes to hear the music. They are reaaaaallly great. What I need now you know what I have and my problem. I need something like an amplifier. I need to amplifie the sound of this object. I dont want to people have to zoom in to hear the sound OR streaming it. I need to amplifi the sound of this object. Someone know how? I am looking for some amplifiers on MP but they are for specific product. I have bought some but they didnt work. I need help guys! If someone can make something to help this I can pay, or if someone knows something where to buy I will. I just need to amplify this If you are only concerned about your own in-world experience, you can increase the value of the AudioLevelRolloff Debug Setting in your viewer. See http://wiki.secondlife.com/wiki/Debug_Settings . People who play combat games in SL dial up that AudioLevelRolloff debug setting so they can hear weapon fire from a long way away. If you are trying to make it so other people can hear, Rolig Loon's answer (above) is your answer. Edited January 28, 2020 by Desiree Moonwinder Link to comment Share on other sites More sharing options...
rkgddg Posted January 28, 2020 Author Share Posted January 28, 2020 40 minutes ago, Rolig Loon said: Sadly, there's not much you can do. As in RL, sound intensity drops off as the negative cube root of distance from its source. You can't beat physics. If you wrote the script for the object that's emitting sound, you can script repeaters that you place several meters away, all around it -- essentially like slave speakers. They don't actually "hear" the sound and pass it along. They are semi-independent sound sources, duplicates of the parent and triggered by a signal from it. If you didn't write the thing, though, you're pretty much out of luck. Slaves would be great. I bough this instruments. I dont know how to make this slaves 😧 I am looking around for it. It is really low sound I need loud or playing in multiple places. Link to comment Share on other sites More sharing options...
rkgddg Posted January 28, 2020 Author Share Posted January 28, 2020 41 minutes ago, Lindal Kidd said: When you upload a sound file to SL, it is important that its native volume is as loud as you can get it, without distortion. The easiest way I've found to do this is to 1) increase the amplitude of the file in an audio editing program so the peaks are at or near 0 dB, then 2) apply a normalization filter. Do these edits, then save the file and upload it. The reason that you need to do this is because SL does not have any "volume up" feature, only "volume down". In the script that plays the sound file, you can set the playback volume to 100%, or any lesser value, but you can't increase it. Added to this is the fact that listeners can adjust the playback volume of sounds emitted by objects with the viewer's volume sliders. Sorry to be the bearer of bad tidings! I didnt import its all bought instruments. I need replicate the sound or do something. Lets say... I am playing this on restaurant. I want this sound to play next to customer table so he can hear the music very well. Even if I am far from him. Link to comment Share on other sites More sharing options...
rkgddg Posted January 28, 2020 Author Share Posted January 28, 2020 5 minutes ago, Desiree Moonwinder said: If you are only concerned about your own in-world experience, you can increase the value of the AudioLevelRolloff Debug Setting in your viewer. See http://wiki.secondlife.com/wiki/Debug_Settings . People who play combat games in SL dial up that AudioLevelRolloff debug setting so they can hear weapon fire from a long way away. If you are trying to make it so other people can hear, Rolig Loon's answer (above) is your answer. This is very useful really! But I need to others to hear better. Not me Link to comment Share on other sites More sharing options...
Mollymews Posted January 28, 2020 Share Posted January 28, 2020 1 hour ago, rkgddg said: I didnt import its all bought instruments. I need replicate the sound or do something. Lets say... I am playing this on restaurant. I want this sound to play next to customer table so he can hear the music very well. Even if I am far from him. post in the Wanted forum on here for a scripter/builder who can make a multi-speaker sound system for you Link to comment Share on other sites More sharing options...
Rolig Loon Posted January 28, 2020 Share Posted January 28, 2020 1 hour ago, rkgddg said: Slaves would be great. I bough this instruments. I dont know how to make this slaves 😧 I am looking around for it. It is really low sound I need loud or playing in multiple places. Then not possible. The original item has to be scripted to send a triggering signal to the slave units, and to keep them in sync. Since you did not script the original, you almost certainly don't have access to its scripts and cannot make the modifications that would be necessary to coordinate it with other units. It's also unlikely that you have access to the sound files in the original, which would have to be duplicated in the slave units. Link to comment Share on other sites More sharing options...
rkgddg Posted January 28, 2020 Author Share Posted January 28, 2020 27 minutes ago, Rolig Loon said: Then not possible. The original item has to be scripted to send a triggering signal to the slave units, and to keep them in sync. Since you did not script the original, you almost certainly don't have access to its scripts and cannot make the modifications that would be necessary to coordinate it with other units. It's also unlikely that you have access to the sound files in the original, which would have to be duplicated in the slave units. Thank you. Now I am sure about that. Link to comment Share on other sites More sharing options...
Maitimo Posted January 28, 2020 Share Posted January 28, 2020 3 hours ago, rkgddg said: I didnt import its all bought instruments. I need replicate the sound or do something. Lets say... I am playing this on restaurant. I want this sound to play next to customer table so he can hear the music very well. Even if I am far from him. The only way to do this is through your parcel audio stream, rather than object sounds. Either find a radio station that plays nothing but the type of music you want (classical piano for example), or set up your own. This assumes you own the land. Link to comment Share on other sites More sharing options...
Alyona Su Posted January 28, 2020 Share Posted January 28, 2020 (edited) @rkgddg : I don't know it this would suit your purposes, but I have used this system and it works to spreading a sound all over: https://marketplace.secondlife.com/p/BOATech-Sim-Wide-Jukebox-No-Land-Ownership-Required/13507466 HOWEVER, if the "satellite" objects are within sound distance of other satellites or the main jukebox and they get out of sync: it does sound weird. Also, the Jukebox object is really just a bonus, the notecard encourages you to put the scripts (and sound files) into other objects, like scenery such as a rock, houseplant, etc. I don't know if this is what you're looking for or not, but what the heck, it's cheap. LOL Edited January 28, 2020 by Alyona Su Link to comment Share on other sites More sharing options...
rkgddg Posted January 28, 2020 Author Share Posted January 28, 2020 3 hours ago, Alyona Su said: @rkgddg : I don't know it this would suit your purposes, but I have used this system and it works to spreading a sound all over: https://marketplace.secondlife.com/p/BOATech-Sim-Wide-Jukebox-No-Land-Ownership-Required/13507466 HOWEVER, if the "satellite" objects are within sound distance of other satellites or the main jukebox and they get out of sync: it does sound weird. Also, the Jukebox object is really just a bonus, the notecard encourages you to put the scripts (and sound files) into other objects, like scenery such as a rock, houseplant, etc. I don't know if this is what you're looking for or not, but what the heck, it's cheap. LOL I dont have the original sound to use it Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted January 28, 2020 Share Posted January 28, 2020 14 hours ago, rkgddg said: its all bought instruments. I need replicate the sound or do something. Lets say... I am playing this on restaurant. I want this sound to play next to customer table so he can hear the music very well. Even if I am far from him. There's not much you can do in this case. Only depending on how the instruments are scripted, you could rez multiple copies of the instruments and hope you can play them at the same time. Link to comment Share on other sites More sharing options...
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