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Endija Sella

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  1. OH MY GOD, I was over complicating this. That makes so much more sense, yes! Apologies for being a complete numpty. ;D This SOLVED it, THANK YOU! 😍
  2. Ahh, now I'm confused. I moved the I_playcounter to where Fenix said, but you're saying to move it back, right after llPlaySound? 😧 Like this? // Set the variable loop = TRUE to loop after reaching the end, set it to FALSE to play once. integer loop = TRUE; // set to TRUE to loop again and again integer waves_to_preload = 1; // wave files to Preload ahead of the wav being played. float preload_load_time = 0.1; // seconds pause between each preloaded wave file attempt b4 play comnences float timer_interval = 29.9; // time interval between requesting server to play the next wave integer total_wave_files; // number of wave files integer i_playcounter; // used by timer() player string preloading_wave_name; // the name of the wave file being preloaded string playing_wave_name; // the name of the wave being played go(integer play) { if (play) { sound(); } else { llSetTimerEvent(0.0); llStopSound(); } } sound() { total_wave_files = llGetInventoryNumber(INVENTORY_SOUND); integer counter = 0; //do full preload of sound llSetSoundQueueing(TRUE); // only works on llPlaySound not llTriggerSound, so we can queue these silently integer local_total_wave_files = total_wave_files ; float length = total_wave_files * 30.0; for (counter = 0 ; counter < waves_to_preload ; counter++) //preload X wave files b4 we play { preloading_wave_name = llGetInventoryName(INVENTORY_SOUND, counter); llPreloadSound(preloading_wave_name); llSleep(preload_load_time); } llSetTimerEvent(0.1); // start playing i_playcounter=0; counter=0; } default { state_entry() { go(TRUE); } timer() { llSetTimerEvent(timer_interval); if( i_playcounter >= (total_wave_files ) ) { if (!loop) { llSetTimerEvent(0); } else { sound(); } } else { playing_wave_name = llGetInventoryName(INVENTORY_SOUND, i_playcounter); llPlaySound(playing_wave_name, 0.1); } if(i_playcounter + waves_to_preload < (total_wave_files )) { preloading_wave_name = llGetInventoryName(INVENTORY_SOUND, i_playcounter + waves_to_preload); llPreloadSound(llGetInventoryName(INVENTORY_SOUND, i_playcounter + waves_to_preload)); } llSetSoundRadius(1); //Enable sound cutoff i_playcounter++; //increment for next wave file in sequence! } }
  3. Amazing feeedback! Appreciate the thorough comments, wow. Never expected such in depth response. Could the first sound skip also be related to SL lag in any way? I managed to get one good loop and it never looped properly again. Even with adjustments it skips the first sound. Would it be worth naming the sounds 0-5 instead of 1-6? This is what I've done - // Set the variable loop = TRUE to loop after reaching the end, set it to FALSE to play once. integer loop = TRUE; // set to TRUE to loop again and again integer waves_to_preload = 1; // wave files to Preload ahead of the wav being played. float preload_load_time = 0.1; // seconds pause between each preloaded wave file attempt b4 play comnences float timer_interval = 29.9; // time interval between requesting server to play the next wave integer total_wave_files; // number of wave files integer i_playcounter; // used by timer() player string preloading_wave_name; // the name of the wave file being preloaded string playing_wave_name; // the name of the wave being played go(integer play) { if (play) { sound(); } else { llSetTimerEvent(0.0); llStopSound(); } } sound() { total_wave_files = llGetInventoryNumber(INVENTORY_SOUND); integer counter = 0; //do full preload of sound llSetSoundQueueing(TRUE); // only works on llPlaySound not llTriggerSound, so we can queue these silently integer local_total_wave_files = total_wave_files ; float length = total_wave_files * 30.0; for (counter = 0 ; counter < waves_to_preload ; counter++) //preload X wave files b4 we play { preloading_wave_name = llGetInventoryName(INVENTORY_SOUND, counter); llPreloadSound(preloading_wave_name); llSleep(preload_load_time); } llSetTimerEvent(0.1); // start playing i_playcounter=0; counter=0; } default { state_entry() { go(TRUE); } timer() { llSetTimerEvent(timer_interval); if( i_playcounter >= (total_wave_files ) ) { if (!loop) { llSetTimerEvent(0); } else { sound(); } } else { playing_wave_name = llGetInventoryName(INVENTORY_SOUND, i_playcounter); if(i_playcounter + waves_to_preload < (total_wave_files )) { preloading_wave_name = llGetInventoryName(INVENTORY_SOUND, i_playcounter + waves_to_preload); llPreloadSound(llGetInventoryName(INVENTORY_SOUND, i_playcounter + waves_to_preload)); } llPlaySound(playing_wave_name, 0.1); llSetSoundRadius(1); //Enable sound cutoff } i_playcounter++; //increment for next wave file in sequence! } }
  4. I've frankensteined a sound looping script, that only activates if you are close. I've named the sounds from 1-6 as I have 6 sound files to play a whole song, but it seems to skip the first sound every time it goes around a loop, please help! 😧 // Set the variable loop = TRUE to loop after reaching the end, set it to FALSE to play once. integer loop = TRUE; // set to TRUE to loop again and again integer waves_to_preload = 3; // wave files to Preload ahead of the wav being played. float preload_load_time = 0.5; // seconds pause between each preloaded wave file attempt b4 play comnences float timer_interval = 29.9; // time interval between requesting server to play the next wave integer total_wave_files; // number of wave files integer i_playcounter; // used by timer() player string preloading_wave_name; // the name of the wave file being preloaded string playing_wave_name; // the name of the wave being played go(integer play) { if (play) { sound(); } else { llSetTimerEvent(0.0); llStopSound(); } } sound() { total_wave_files = llGetInventoryNumber(INVENTORY_SOUND); integer counter = 6; //do full preload of sound llSetSoundQueueing(TRUE); // only works on llPlaySound not llTriggerSound, so we can queue these silently integer local_total_wave_files = total_wave_files ; float length = total_wave_files * 30.0; for (counter = 0 ; counter < waves_to_preload ; counter++) //preload X wave files b4 we play { preloading_wave_name = llGetInventoryName(INVENTORY_SOUND, counter); llPreloadSound(preloading_wave_name); //start play sound timer in 'timer_interval' seconds when we are less than 'timer_interval' seconds from // finishing preloading. llSleep(preload_load_time); } llSetTimerEvent(0.1); // start playing i_playcounter=0; counter=0; } default { state_entry() { go(TRUE); } timer() { llSetTimerEvent(timer_interval); if( i_playcounter > (total_wave_files ) ) { if (!loop) { llSetTimerEvent(0); } else { sound(); } } else { playing_wave_name = llGetInventoryName(INVENTORY_SOUND, i_playcounter); llPlaySound(playing_wave_name, 0.1); llSetSoundRadius(1); //Enable sound cutoff if(i_playcounter + waves_to_preload <= (total_wave_files )) { preloading_wave_name = llGetInventoryName(INVENTORY_SOUND, i_playcounter + waves_to_preload); llPreloadSound(llGetInventoryName(INVENTORY_SOUND, i_playcounter + waves_to_preload)); } } i_playcounter++; //increment for next wave file in sequence! } }
  5. Hello, I have a folder full of gatcha items I do not want, anyone know any good sims where I could donate items to people that would actually use them? ❤️ Thank you!
  6. Yeeeah! Can't just leave us hanging now.
  7. Good day fellow Second life members, I've been googling for hours and hours on how to export your pose so that the location stays the same. I'm having issues in creating a ground pose, when I lower my animation and upload it on SL, instead of being on the ground my avatar is floating mid air. I found this topic and tried it the way they explained, but it doesn't make any sense to me and it didn't resolve my issue, what he's saying is to create two frames and set the COG and Origin to 0, but once I do that, my avatar is just standing as normal - I've been experimenting around for hours, making the COG and Origin match up and lowering them both. Locking the location and rotation,locrot, whole body lock etc of the animation and none of them seemed to work. I'd be forever greatful if anyone could explain on how you lower your avatar so that it sits on the ground. Thank you so much for your time, Endija
  8. There was some mesh attachments, some prims and some sculpt ones too. So full package.
  9. I was using firestorm when it happened. Yes I have waited for it to load!
  10. Hi, Cursea! My advice for you is to just stop talking to this person, because a true friend wouldn't try to change you or harras you everyday in changing your clothes! If you like what you wear other opinions shouldn't matter! We're all unique and we shouldn't try to be someone we're not! And like you said Second life is YOUR imagination not theirs! Good luck!
  11. Frawnmust wrote: Alt will zoom in and out, Alt+Ctrl will circle around your object.. Alt+ctrl click your avatar until you're at the front and the release control so only alt is held and zoom in on the face. Ctrl+Shift+S to take a snap shot and save to inventory or disk. Drag and drop the photo onto your profile or upload it on the website/profile **Only uploaded images may be used in postings**://secondlife.i.lithium.com/i/smilies/16x16_smiley-very-happy.gif" border="0" alt=":smileyvery-happy:" title="Smiley Very Happy" /> Also don't forget that the upload/snapshot costs 10L$ !
  12. Have you tried looking on marketplace? You can find a lot of avatar,shapes,clothes, accessories etc! And there is no 'How to find the right parents' you will just have to go out and meet people, or maybe talk to your friends if they know any person that is looking for a baby and who is rp in bloodlines!
  13. So when I crashed and logged back on my attachments haven't saved properly, I still had some old and unmoded stuff on me, and somethings were missing when I went to reattach them nothing happened, no warning or errors no nothing. I tried changing outfits, I tried clearing cache, I tried changing outfits reloging and changing back, but still nothing happened, I tried using secondlifes default viewer, it said I had the items on, but on me, but they weren't. Does anyone else have this problem with attaching things? :/
  14. Weird, I tried all of the above and none of it helped. edit: I've deleted all the files from my pc...that I could find and restarted it.. shut it down;.blbalbalba stil lags. So I installed it on my usb and it works good. How do I delete the setting file from my pc. So I don't have to use my usb to work with qavimator. D:? edit2: So when I closed it and opened it again it did the same... So I went into 'run' and typed 'regedit' searched for 'qavimator' and then deleted the setting file and it works good. I guess it will go back to laggy once I close and open it again. So will need to delete the setting file all the time.
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