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I had the same problem. I thought maybe the Asset UUID had changed on the beta server, but I was able to copy it from the sounds still in my inventory and confirm it was the same. I was also able to double-click the sound in my inventory and it played fine.
I disable Mono and saved and the sounds played fine. Enable mono, they do this: Object: Couldn't find sound (null) key beep = "9cbc718e-307c-0d6a-a9dd-a9b15cbe34c6"; touch_start(integer total_number) { llPlaySound(beep, 1); }} Confirmed. I am selecting a random sound from the inventory with the following code:
numSounds = llGetInventoryNumber (INVENTORY_SOUND); When I call it with the string, I get "Couldn't find sound (null)" When I insert a hardcoded string: llPlaySound ("doorbell_ring", 1); The sound plays correctly. Can confirm it happens on variable names.
Sandbox Goguen, Music Player using variable for sound file names: Using LSL2, works as expected. Statement: llPlaySound(SoundFile, 1); Hardcoded name in a single statement does not work. default touch_start(integer total_number) { llPlaySound("test", 1); }} llTriggerSoundLimited works. (Well, it makes sounds anyway; probably spatially limited.)
llPlaySound give error"Couldn't find sound (null)" when compiled to Mono. I re-compiled to lsl and works as expected, except the sound files are distorted. All sound files were re-uploaded in the Beta MONO viewer and put into and called from inventory.
confirmed failure. script works in LSL2, but fails in mono with error: Object: Couldn't find sound (null)
default touch_start(integer total_number) { llSay(0, "Touched."); llPlaySound("1942theme", 1.0); }} still broken in latest mono refresh.
While this may be a minor issue in the sense that most scripts don't actually rely upon sounds to work, it does seem to affect a lot of scripted items that include sound files, and as such, this bug is triggering a lot of errors in many scripts I've tested.
Therefore, I suggest that it be given a higher priority to fix, simply to avoid being a distracting source of script errors in many scripts that may either be fine, or have other more complicated bugs that will be overlooked amidst the flurry of missing sound file errors. Still broken in latest refresh. The blog claims the issue is fixed:
" Mono Beta Refresh 3
I got a "Couldn't find sound (null)" message today at 14:04 at Sandbox Cordova MONO.
Part of the code looks like this: float gSoundVolume = 1.0; if (gSoundVolume > 0.0) llPreloadSound(gSoundFile); if (gSoundVolume > 0.0) llPlaySound(gSoundFile, gSoundVolume); |
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1) llTriggerSound with key
default
{ llTriggerSound("ed124764-705d-d497-167a-182cd9fa2e6c", 1.0); }{
touch_start(integer total_number)
}
Non-Mono: when object touched, SL Bell sound is played
Mono: when object is touched: Object: Couldn't find sound (null)
---------------------------
2) llTriggerSound with name
default
{ llTriggerSound("Door close", 1.0); }{
touch_start(integer total_number)
}
Non-mono (if "Door close" is in object's inventory): Door close sound is played
Non-mono (if "Door close" is NOT in object's inventory): Object: Couldn't find sound Door close
Mono (if "Door close" is in object's inventory): Object: Couldn't find sound (null)
Mono (if "Door close" is NOT in object's inventory): Object: Couldn't find sound (null)
---------------------------
3) llPlaySound with key
default
{ llPlaySound("ed124764-705d-d497-167a-182cd9fa2e6c", 1.0); }{
touch_start(integer total_number)
}
Behaviour identical to 1)
---------------------------
4) llPlaySound with name
default
{ llPlaySound("Door close", 1.0); }{
touch_start(integer total_number)
}
Behaviour identical to 2)
---------------------------
Confirmed: llLoopSound works in Mono
llTriggerSoundLimited works in Mono