Game Development Reference
In-Depth Information
FIGURE 11.4 Screen grab for OpenSim, showing the process of making the basic sound emitters for looping
sound, touch-activated sound, and proximity-activated sound. Foreground shows how sound beacons can identify the
sound emitters.
2. Note: Turn on your sound beacons by checking the Sound sources and Beacons boxes in the
World/Show More/Beacons menu. This will enable you to ind the sound emitters when you make
them transparent.
3. From the Script Me autoscript site (http://www.3greeneggs.com/autoscript/) make three kinds of
scripts: (1) a looping sound that plays the sound repeatedly as soon as the object is rezzed from your
inventory and the script starts; (2) one that plays sound when an avatar clicks on (touches) it; and
(3) a script that plays a sound when an avatar gets into proximity. Set the sound in this last one to
play repeatedly, if you wish, and trigger at the proximity distance of 5 meters. If you set it to only
play once, repeat players will not hear these sounds a second time.
a. In the loop_sound sphere, put in the looping script and Test_123.wav sound ile from the chapter's
content iles. Check to make sure you can hear the looping sound from your mouse-look position.
b. In the touch_sound sphere, put in the touch start sound script and the Test_123.wav from the
chapter's content iles. Make sure the sound plays once when you touch it.
c. In the proximity_sound sphere, put in the proximity start sound script and Test_123.wav sound
ile. Take this sphere back into your inventory, rez it at least 10 meters away, and walk up to it.
Make sure that the script plays the Test_123.wav ile when your avatar walks near it.
Please note, you may have to give the server some time to load these sounds; they may not play immediately
at irst.
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