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(); } } |
相关函数 |
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llPlaySound |
相关事件 |
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无 |