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SOUNDS IN SECOND LIFE


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Does anybody know why some items which play sounds "such as birds, waves etc" suddenly stop, whilst others continually play? 

Do I need to do something?  I've a few sounds on my Cafe land which I want visitors to hear.  It seems the birds "circle emitter" only starts when i look at it lol.  Very strange.

Solutions pls!  And thank you BTW

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There are two kinds of scripted sound sources: llPlaySound() ones, which are ”linked” to the object running the script, and llTriggerSound() ones, which are still triggered by an object but not ”linked” to it. Sounds linked to an object keep playing for as long as the object stays in the viewer objects list, while triggered sounds keep playing as long as the trigger gets received from the simulator.

Both sounds are subject to the relative position of the auditor (when it gets ”far enough”, the sound is faded out), but the ”linked” sound is also subject to the field of view (FOV) of the auditor: when not (or no more) in the FOV, the object is not (or may get removed, after a delay) from the objects list kept in the viewer, and when the object is not in (or vanishes from) that list, the ”linked” sound is not (or no more) played. This may happen for playing ”linked” sounds when your avatar turns around, for example; after some time, and depending on the object size, the object (which is no more in your FOV) may get removed from the objects list (so that the viewer got less work with that list and can render at a higher FPS rate)...

That's why some sounds keep playing, while others may stop until you get their ”linked” object back in your FOV...

Edited by Henri Beauchamp
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1 minute ago, Henri Beauchamp said:

There are two kinds of scripted sound sources: llPlaySound() ones, which are ”linked” to the object running the script, and llTriggerSound() ones, which are still triggered by an object but not ”linked” to it. Sounds linked to an object keep playing for as long as the object stays in the viewer objects list, while triggered sounds keep playing as long as the trigger gets received from the simulator.

Both sounds are subject to the relative position of the auditor (when it get ”far enough”, the sound is faded out), but the ”linked” sound is also subject to the field of view (FOV) of the auditor: when not (or no more) in the FOV, the object is not (or may get removed, after a delay) from the objects list kept in the viewer, and when the object is not in (or vanishes from) that list, the ”linked” sound is not (or no more) played. This may happen for playing ”linked” sounds when your avatar turns around, for example; after some time, and depending on the object size, the object (which is no more in your FOV) may get removed from the objects list (so that the viewer got less work with that list and can render at a higher FPS rate)...

That's why some sounds keep playing, while other may stop until you get their ”linked” object back in your FOV...

Thanks for the explanation.  Always wondered why this happened.  🙂

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18 minutes ago, Henri Beauchamp said:

There are two kinds of scripted sound sources: llPlaySound() ones, which are ”linked” to the object running the script, and llTriggerSound() ones, which are still triggered by an object but not ”linked” to it. Sounds linked to an object keep playing for as long as the object stays in the viewer objects list, while triggered sounds keep playing as long as the trigger gets received from the simulator.

Both sounds are subject to the relative position of the auditor (when it gets ”far enough”, the sound is faded out), but the ”linked” sound is also subject to the field of view (FOV) of the auditor: when not (or no more) in the FOV, the object is not (or may get removed, after a delay) from the objects list kept in the viewer, and when the object is not in (or vanishes from) that list, the ”linked” sound is not (or no more) played. This may happen for playing ”linked” sounds when your avatar turns around, for example; after some time, and depending on the object size, the object (which is no more in your FOV) may get removed from the objects list (so that the viewer got less work with that list and can render at a higher FPS rate)...

That's why some sounds keep playing, while others may stop until you get their ”linked” object back in your FOV...

Henri, this is one of the best answers I have ever seen on any subject.  Thank you so much.  Honestly, it is appreciated.

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12 hours ago, Henri Beauchamp said:

There are two kinds of scripted sound sources: llPlaySound() ones, which are ”linked” to the object running the script, and llTriggerSound() ones, which are still triggered by an object but not ”linked” to it. Sounds linked to an object keep playing for as long as the object stays in the viewer objects list, while triggered sounds keep playing as long as the trigger gets received from the simulator.

Both sounds are subject to the relative position of the auditor (when it gets ”far enough”, the sound is faded out), but the ”linked” sound is also subject to the field of view (FOV) of the auditor: when not (or no more) in the FOV, the object is not (or may get removed, after a delay) from the objects list kept in the viewer, and when the object is not in (or vanishes from) that list, the ”linked” sound is not (or no more) played. This may happen for playing ”linked” sounds when your avatar turns around, for example; after some time, and depending on the object size, the object (which is no more in your FOV) may get removed from the objects list (so that the viewer got less work with that list and can render at a higher FPS rate)...

That's why some sounds keep playing, while others may stop until you get their ”linked” object back in your FOV...

This is a great explanation, thank you.

You can also get scripts that play the sound once, or play upon rezzing or attaching and just keep playing (and aren't stoppable) and sounds that have the option to loop or not -- and finally, my favourite, the script that enables you to turn a sound on and off.

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