removed useless _ folders
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3
Loop_Sound_in_inventory/Loop_Sound_in_inventory.sol
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3
Loop_Sound_in_inventory/Loop_Sound_in_inventory.sol
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<Solution name="Loop_Sound_in_inventory">
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<Project name="Loop_Sound_in_inventory" path="Loop_Sound_in_inventory\Loop_Sound_in_inventory.prj" active="true"/>
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</Solution>
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<Project name="Loop_Sound_in_inventory" guid="D7555651-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D755572E-6C00-1014-B904-200204C60A89">
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<Script name="Loop_Sound_in_inventory_1.lsl" guid="D7556FFD-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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// :CATEGORY:Sound
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// :NAME:Loop_Sound_in_inventory
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// :AUTHOR:Anonymous
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// :CREATED:2010-01-10 05:20:56.000
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// :EDITED:2013-09-18 15:38:56
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// :ID:493
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// :NUM:660
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// Loop Sound in inventory.lsl
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// :CODE:
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// Sound Prim Script - Loop
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//
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// Repeatly plays the sound in inventory if there is
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// ONE and ONLY ONE sound. Silent otherwise.
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//
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// Set this between 0.0 and 1.0
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float LOUDNESS = 0.5;
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//
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////////////////////////////////////////////////
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Noisy()
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{
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if ( llGetInventoryNumber(INVENTORY_SOUND) == 1 )
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{
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string soundname = llGetInventoryName(INVENTORY_SOUND, 0);
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if ( soundname != "" )
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{
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llLoopSound( soundname, LOUDNESS );
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}
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}
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else
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{
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llStopSound();
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}
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}
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////////////////////////////////////////////////
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default
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{
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state_entry()
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{
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llStopSound();
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Noisy();
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}
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changed(integer change)
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{
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if (change & CHANGED_INVENTORY)
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{
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llStopSound();
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Noisy();
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}
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}
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}
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// END //
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