Jim Tarber 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?
For info, my scripts use these functions:
llPlaySound(q, volume); // q is a string
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:
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.