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 Post subject: Re: Sandbox issues?
PostPosted: Sat Oct 17, 2015 3:28 pm 
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Joined: Mon Jun 07, 2010 7:07 pm
Posts: 7936
Location: Nova Scotia, Canada
Yichard wrote:
I ran my big train in the sandbox, and it worked well

just that there is no sound at all... I restarted my puter and asked to other people... they don't hear any
Sounds are working fine for me on the Sandboxes. It is most likely something to do with your script playing them or the sounds they refer to, e.g. typo insert something into the key? Missing from inventory?

If you want to try sounds on the Sandbox regions, try this script in a prim:
default
{
    touch_start(integer num)
    {
        llPlaySound("4cb0d7b3-5b91-4df1-91e9-39679cf62182", 1.0);
    }
}
Click for a sound (test pattern, counting "1... 2... 3... 4...") but note it does not repeat, click it again to hear again.


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 Post subject: Re: Sandbox issues?
PostPosted: Sat Oct 17, 2015 11:18 pm 
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Joined: Fri Jul 29, 2011 2:10 pm
Posts: 3989
Location: France
Jim, your script works in the sandbox, I hear the sound and see the beacon.

But my sound scripts don't, while they worked before and still work anywhere else. I also tried with an object made by somebody else, also not playing. Other people don't hear my sounds either.

For info, my scripts use these functions:
llPlaySound(q, volume); // q is a string
llLoopSound("buzz", 0.07);
with all sounds in the inventory. None works.

Sounds in the prim can be played locally when we right click on them.

I even tried to replace my sound name in my locomotive with your UUID, and I hear it. So this is really with Halcyon not playing sounds by name.

And since you updated the sandbox plus too, the same problem is now appearing here.



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 Post subject: Re: Sandbox issues?
PostPosted: Sat Oct 17, 2015 11:42 pm 
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Joined: Mon Jun 07, 2010 7:07 pm
Posts: 7936
Location: Nova Scotia, Canada
Yichard wrote:
Jim, your script works in the sandbox, I hear the sound and see the beacon.

But my sound scripts don't, while they worked before and still work anywhere else. I also tried with an object made by somebody else, also not playing. Other people don't hear my sounds either.
I think the main problem is that 0.07, the volume level in your script, is very very quiet (volume at 7%). Also, that volume is then further reduced based on (camera) distance to the source.

Try turning up your sounds volume in the viewer or speakers or both and then cam in on your scripted object, and try changing that to 1.0 to see if you can hear it then?
Yichard wrote:
For info, my scripts use these functions:
llPlaySound(q, volume); // q is a string
llLoopSound("buzz", 0.07);
with all sounds in the inventory. None works.

Also sounds in the prim can be played when we right click on them.
Previewing sounds from inventory play at a volume of 1.0 (100%), at a distance of 0.0, so you are much more likely to hear them with your sounds/speakers lower. Remember that 1.0 is more than 14 times louder than 0.07, so your sounds are going to play at more than 14 times quieter than mine. And that assumes the distance is about the same from my scripted object to you as your scripted object is (in a train that may be more distant).

Yichard wrote:
And since you updated the sandbox plus too, the same problem is now appearing here.
I'm not sure what you mean. Wasn't your earlier report already about sounds in the Sandbox regions?


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 Post subject: Re: Sandbox issues?
PostPosted: Sun Oct 18, 2015 1:07 am 
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Joined: Fri Jul 29, 2011 2:10 pm
Posts: 3989
Location: France
Jim Tarber wrote:
Yichard wrote:
Jim, your script works in the sandbox, I hear the sound and see the beacon.

But my sound scripts don't, while they worked before and still work anywhere else. I also tried with an object made by somebody else, also not playing. Other people don't hear my sounds either.
I think the main problem is that 0.07, the volume level in your script, is very very quiet (volume at 7%). Also, that volume is then further reduced based on (camera) distance to the source.

Try turning up your sounds volume in the viewer or speakers or both and then cam in on your scripted object, and try changing that to 1.0 to see if you can hear it then?
Yichard wrote:
For info, my scripts use these functions:
llPlaySound(q, volume); // q is a string
llLoopSound("buzz", 0.07);
with all sounds in the inventory. None works.

Also sounds in the prim can be played when we right click on them.
Previewing sounds from inventory play at a volume of 1.0 (100%), at a distance of 0.0, so you are much more likely to hear them with your sounds/speakers lower. Remember that 1.0 is more than 14 times louder than 0.07, so your sounds are going to play at more than 14 times quieter than mine. And that assumes the distance is about the same from my scripted object to you as your scripted object is (in a train that may be more distant).



It has nothing to do with the volume. 0.07 makes only an attenuation of 22db, and normally it is still clearly audible as a faint buzz, as intended. The other sounds have a volume of 1, and are normally very loud, like the horns, or the motor. Now I don't hear any of them, and have no sound beacon crosshairs.
Again all these were working perfectly well, before the sandboxes were updated to Halcyon. Specifying a sound name just does not work, while specifying an UUID does.

All comparisons are of course with the same objects, and same setting in the viewers and speakers (it is the first things I checked, of course)








Jim Tarber wrote:

Yichard wrote:
And since you updated the sandbox plus too, the same problem is now appearing here.
I'm not sure what you mean. Wasn't your earlier report already about sounds in the Sandbox regions?


My first report on the sound problem was about the 6 main sandbox regions. It now includes the sandbox plus, that I found this morning was also updated to Halcyon. Not sure for yesterday.



_________________
Elfs are in virtual worlds to share a vision of a wonderful life :-)
Elven bards and storytellers
"Elf Dream" for Elf living
"Shedrupling University" science
YichTrains Elven Works Lysaer Gortax Robots
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 Post subject: Re: Sandbox issues?
PostPosted: Mon Oct 19, 2015 5:56 am 
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Joined: Fri Jul 29, 2011 2:10 pm
Posts: 3989
Location: France
To summarise:

with Halcyon 0.9.18 R5767 and IW2 viewer
llPlaySound works with an UUID
llPlaySound does not work with a name in the inventory
llLoopSound does not work with a name in the inventory
All this works perfect with InWorldz 0.9.17 R5720, this was tried everything else equal

I also tried:
llLoopSound(llGetInventoryName(INVENTORY_SOUND,0), 0.2)
With Halcyon it plays the sound once, when we start/stop editing the prim
But the strangest is that we now have the same behaviour with InWorldz 0.9.17 R5720! While this worked sooner. That may be a different bug which appeared some time ago.



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Elfs are in virtual worlds to share a vision of a wonderful life :-)
Elven bards and storytellers
"Elf Dream" for Elf living
"Shedrupling University" science
YichTrains Elven Works Lysaer Gortax Robots
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 Post subject: Re: Sandbox issues?
PostPosted: Tue Oct 20, 2015 10:19 pm 
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Joined: Fri Jul 29, 2011 2:10 pm
Posts: 3989
Location: France
For the ones following this thread, the sounds issue was addressed here

:bravo:



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Elfs are in virtual worlds to share a vision of a wonderful life :-)
Elven bards and storytellers
"Elf Dream" for Elf living
"Shedrupling University" science
YichTrains Elven Works Lysaer Gortax Robots
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