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[BUG-10660] LSL functions for adjusting sound pitch #967

Closed sl-service-account closed 8 months ago

sl-service-account commented 8 years ago

How would you like the feature to work?

It is to use the proposed function llAdjustSoundScaled(float playback_rate) to change sound pitch and bring up SVC-4917 into focus concerning llTriggerSoundScaled(string sound, float playback_rate, float volume) in which it plays a sound at a set playback rate (for example setting playback_rate to 2, it plays the sound 2x faster, and 0.5 to play the sound 2x slower). Same setup will be placed for following proposed functions:llCollisionSoundScaled, llLoopSoundScaled, llLoopSoundMasterScaled, llLoopSoundSlaveScaled, llPlaySoundScaled, llPlaySoundSlaveScaled (all uses (string sound, float playback_rate, float volume) and llTriggerSoundLimitedScaled(string sound, float playback_rate, float volume vector top_north_east, vector bottom_south_west );

Why is this feature important to you? How would it benefit the community?

These functions is a must for music djs and for vehicles that play engine sounds that is adjusted by the pitch when RPMs go up as indicated on the tachometer. The feature was developed in another platform called ROBLOX in which it uses the sound properties to adjust volume and pitch. (Please refer to http://wiki.roblox.com/index.php?title=Sound and http://wiki.roblox.com/index.php?title=API:Class/Sound/Pitch ) and uses scripting to adjust the pitch, volume, etc but that function hasn't been used in Second Life yet for the pitch.

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-10660 | | Summary | LSL functions for adjusting sound pitch | | Type | New Feature Request | | Priority | Unset | | Status | Closed | | Resolution | Unactionable | | Reporter | Elite Runner (elite.runner) | | Created at | 2015-11-09T03:09:48Z | | Updated at | 2017-05-08T23:58:53Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2015-11-08T21:48:26.425-0600', 'How would you like the feature to work?': 'It is to use the proposed function llAdjustSoundScaled(float playback_rate) to change sound pitch and bring up SVC-4917 into focus concerning llTriggerSoundScaled(string sound, float playback_rate, float volume) in which it plays a sound at a set playback rate (for example setting playback_rate to 2, it plays the sound 2x faster, and 0.5 to play the sound 2x slower). Same setup will be placed for following proposed functions:llCollisionSoundScaled, llLoopSoundScaled, llLoopSoundMasterScaled, llLoopSoundSlaveScaled, llPlaySoundScaled, llPlaySoundSlaveScaled (all uses (string sound, float playback_rate, float volume) and llTriggerSoundLimitedScaled(string sound, float playback_rate, float volume vector top_north_east, vector bottom_south_west );', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': "These functions is a must for music djs and for vehicles that play engine sounds that is adjusted by the pitch when RPMs go up as indicated on the tachometer. The feature was developed in another platform called ROBLOX in which it uses the sound properties to adjust volume and pitch. (Please refer to http://wiki.roblox.com/index.php?title=Sound and http://wiki.roblox.com/index.php?title=API:Class/Sound/Pitch ) and uses scripting to adjust the pitch, volume, etc but that function hasn't been used in Second Life yet for the pitch.", } ```
sl-service-account commented 8 years ago

Lucia Nightfire commented at 2015-11-09T03:48:26Z

Related to https://jira.secondlife.com/browse/SVC-4373

Instead of a bunch of new functions why not create a prim property called "sound play rate" which is 1.0 by default and have a llSetSoundPlayRate() function that changes this value to an acceptable float range such as "0.01" to "100.0" which would be 1/100x to 100x then sound created by any existing sound function would be expressed accordingly.

This would also immediately affect any active looped or queued sounds.

I would also like to see an equalizer option for sounds that can be set as a prim property in the future too.

sl-service-account commented 8 years ago

Caleb Linden commented at 2015-11-09T18:29:00Z

Thank you for the suggestion, Lucia. And it sounds like a very cool feature. However, the engineering team have decided to not pursue this feature. :( Sorry.