Implement LSL functions to play sound directly to an agent.
closed
RavieDragon SLSGC
I would like to see an implementation of llPlaySoundTo, llLoopSoundTo, llTriggerSoundTo, and llLoopSoundMasterTo/llLoopSoundSlaveTo/llPlaySoundSlaveTo that functions exactly like the existing functions, but instead of playing for everyone can be targeted to a single agent.
The only reason I feel this might be a bad idea is that there is potential for abuse here. But I'm pretty confident there's some way we can work on a solution to that. Being able to do this would enable you to do things like play music while a game is in progress in an area that might have 10 games being played. Instead of all 10 players hearing all 10 games playing music (which would be a racket!), they would only hear the sound directed toward them.
While I know there might be other solutions, such as a HUD that uses llPlaySound, I'm ideally looking for something in the code itself that does this without the agent having to wear a HUD.
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Spidey Linden
closed
Hello, and thank you for your feature request.
Incoming suggestions are reviewed in the order they are received by a team of Lindens with diverse areas of expertise. We consider a number of factors: Is this change possible? Will it increase lag? Will it break existing content? Is it likely that the number of residents using this feature will justify the time to develop it? This wiki page further describes the reasoning we use: http://wiki.secondlife.com/wiki/Feature_Requests
This particular suggestion, unfortunately, cannot be tackled at this time. However, we regularly review previously deferred suggestions when circumstances change or resources become available.
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Frans Charming
What you are requesting would definite be useful!
If you own the land or at least have perms to change the media settings, you can use the parcel media to direct it to a single user. Its a rarely used feature.
It does mean you will have to have the sounds on a external server, and preferable in a stream able format.
All of this is has more friction then the function you are asking, it might not be a good option.
Bleuhazenfurfle Resident
One of the big things about SL, is that everyone sees the same thing (and it's mostly a good thing, IMO). HUD's offer an escape hatch (which also makes practical sense), as does MoaP (though I'd argue it shouldn't), add to that, there is the temp attach functionality.
That said, more comprehensive support for HUD-local sound would be beneficial. It's a bit late now, but I think I'd have preferred that
all
the regular sound commands play sound private only from HUD's, and public only from rezzed objects (perhaps with llTriggerSound being the reverse exception it is today).Being able to beam a sound to someone at distance, just seems generally bad to me. It's not the easiest to track down a sound source (you can't just click on it, or it's text output), and worse, it can be utterly confusing when there's nothing to indicate you're the only one hearing it. (It's already an issue on occasion with HUDs.)
Jasdac Stockholm
For trigger sound there's already https://wiki.secondlife.com/wiki/LlTriggerSoundLimited
Kristy Aurelia
> Instead of all 10 players hearing all 10 games playing music
https://wiki.secondlife.com/wiki/LlSetSoundRadius should be able to address this specific use case just fine, while also allowing nearby spectators to hear it as well.