LlTriggerSoundLimited
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| 函数名 |
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| Function: llTriggerSoundLimited( string sound, float volume, vector top_north_east, vector bottom_south_west ); |
| 参数:以音量播放声音,以对象为中心但不附着在对象上,仅限于矢量top_north_east和bottom_south_west定义的框
•字符串声音–此脚本所在的prim目录中的声音或声音的UUID •浮子音量–介于0.0(无声)和1.0(响亮)之间(0.0<=音量<=1.0) •vector top峎northïeast–区域坐标中的位置 •矢量底部南ė西–区域坐标位置 如果物体移动,声音就不会随之移动。 使用llPlaySound播放附加到对象的声音。 |
| 返回值:无 |
| 注意事项 |
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| 如果prim的清单中缺少声音,并且它不是UUID或者不是声音,那么在DEBUG峈CHANNEL上会发出一个错误。
如果sound是一个UUID,那么对象没有新的资产权限后果。 生成的对象不会产生新的使用限制,如果资产被放在prims库存中,可能会出现这种情况。 如果脚本已附加,并且包裹的头像声音关闭,则调试频道上会出现一个错误:“声音触发器太多。” |
| 示例 |
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示例1
/*
Single Prim llTriggerSoundLimited Helper by Daemonika Nightfire.
Just use this script in a single prim and make the prim as big as your room.
If you then click on the prim, the sound will only be triggered inside and you will get a message with a finished LSL code.
You can simply copy this code to the clipboard and use it in your actual script.
Important:
You cannot rotate the prim, the code needs global coordinates.
*/
string sound = "c704dbd8-53b1-246d-e197-b486e92da45b"; // use here your own sound uuid
////////// nothing to do below this line \\\\\\\\\\
default
{
state_entry()
{
llSetStatus(STATUS_PHANTOM, TRUE);
llSetRot(ZERO_ROTATION);
}
touch_start(integer total_number)
{
llSetRot(ZERO_ROTATION);
vector my_pos = llGetPos();
vector my_scale = llGetScale();
float _X = my_scale.x/2;
float _Y = my_scale.y/2;
float _Z = my_scale.z/2;
vector bottom_south_west = <my_pos.x - _X, my_pos.y - _Y, my_pos.z - _Z>;
vector top_north_east = <my_pos.x + _X, my_pos.y + _Y, my_pos.z + _Z>;
llTriggerSoundLimited(sound, 1.0, top_north_east, bottom_south_west);
llOwnerSay("\nllTriggerSoundLimited(\"" + sound + "\", 1.0, " + (string)top_north_east + ", " + (string)bottom_south_west + ");");
}
on_rez(integer Dae)
{
llResetScript();
}
}
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| 相关函数 |
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| llPlaySound |
| 相关事件 |
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| 无 |