rkgddg Posted January 28, 2020 Share Posted January 28, 2020 Hello I want to know if theres a way to replicate sound of an object to other places or to raise the sound. I am looking for amplifiers but they dont work on my piano. So theres a way to build this or buy? I need the sound of my object (I dont create him. I bought) louder sound. Much louder than it is. Or played from another place/s . I can pay for someone do it or buy what is already made. 😧 Help guys! Link to comment Share on other sites More sharing options...
Rolig Loon Posted January 28, 2020 Share Posted January 28, 2020 Duplicate post. Original is asked and answered at Link to comment Share on other sites More sharing options...
rkgddg Posted January 28, 2020 Author Share Posted January 28, 2020 41 minutes ago, Rolig Loon said: Duplicate post. Original is asked and answered at They are different. This is about how to make scripts and if theres a way. The another one is about how to make it and if someone knows how to solve. Diferent kind of posts for kinds way to solve. Not duplicated. 🙂 T Link to comment Share on other sites More sharing options...
Mollymews Posted January 28, 2020 Share Posted January 28, 2020 as explained already, we can't make a scripted sound play louder than 1.0 llPlaySound() here: http://wiki.secondlife.com/wiki/LlPlaySound note that the file must be .WAV compatible at 44.1KHz, 16-bit, mono. If upload as stereo then the SL uploader will trim it to mono to make a sound file to appear to play at its loudest then Lindal in your other post gave the basic parameters for this. To fully optimize 'louder' then we need to use compression on the file before it is uploaded google for music compression if unsure what this is 1 Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted January 28, 2020 Share Posted January 28, 2020 (edited) 5 hours ago, Mollymews said: as explained already, we can't make a scripted sound play louder than 1.0 While true from the scripting standpoint... We can exploit SL's sound system by overlaying sounds. For example, if instead of one script playing the sound, you use 5 scripts playing the same sound at the same time, it's going to be heard from much further away the more accurately they sync, the louder. The sound can easily reach across a sim. This is used for announcement systems, explosions, music, being obnoxious, etc. Edited January 28, 2020 by Wulfie Reanimator Link to comment Share on other sites More sharing options...
rkgddg Posted January 28, 2020 Author Share Posted January 28, 2020 6 hours ago, Wulfie Reanimator said: While true from the scripting standpoint... We can exploit SL's sound system by overlaying sounds. For example, if instead of one script playing the sound, you use 5 scripts playing the same sound at the same time, it's going to be heard from much further away the more accurately they sync, the louder. The sound can easily reach across a sim. This is used for announcement systems, explosions, music, being obnoxious, etc. I have made a thing that replies the sound on different places. Its not louder but replicates. Not enough but its something. Link to comment Share on other sites More sharing options...
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