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The noise command is similar to the sound command, except that the invoked sound plays on top of any other sound currently playing. Unlike sounds, noises are not localized in the 3D scene and thus always play at a constant volume. Noises are intended for providing short, quick sound effects (e.g. a door opening) that uses should hear despite what other sounds may currently be in effect nearby.


noise url [overlap]


As with the sound command, url can either be the name of a sound in the world's object path or it can be an absolute URL to a .wav, .mid, or .mp3 file anywhere on the web.


The optional overlap flag indicates what to do when the same noise is triggered repeatedly.

For example, when a noise is used with the activate trigger and the user clicks on the object repeatedly before the previous noise has had a chance to finish. By default, in this case the subsequent noises are ignored if the previous noise is still playing; however, if overlap is specified, all additional invocations of the same noise will "overlap" simultaneously.


bump noise open.wav

This creates an object that will immediately play the sound file open.wav when the object is bumped.

activate noise slam.mp3 overlap

This creates an object that will immediately play the sound file slam.mp3 when the object is clicked on. If the object is clicked on repeatedly, it will play slam.mp3 again for each click, even if the previous slam.mp3 has not yet finished.


  • Downloads of external audio files may be limited by the user's maximum audio file size setting in the Options dialog.
Object Scripting


Triggers: CreateBumpActivateAdoneAtCollideSdoneEnter ZoneExit Zone

Commands: AddforceAddtorqueAlpharefAnimateAstartAstopCameraColliderColltagColorCoronaEnviExamineFrameGroupLightLinkLockMatfxMediaMidiMoveNameNoiseOpacityPictureRotateSayScale SeqShadowShearSignSkewSkyboxSolidSoundTagTeleport / TeleportxTextureTimerURLVelocityVisibleWarpWeb nl:Commando:Noise