Simply rez each emitter where you'd like that sound to be heard. Suggested placement: a few meters above standard avatar head height. Don't place any two identical emitters within 50 meters of each other.
Approximate audible range for each emitter: 40-55 meters. Just rez and turn them invisible.
Cave-Alien: 90 second loop of an eerie cave environment with unsettling strange sounds
Cavern-Drips-Large-01: Much dripping water in a reverberant room
Cavern-Drips-Large-02: 40 second loop of much dripping in a reverberant room
Cavern-Drips-Large-03: 30 second loop of much dripping in a reverberant room
Cavern-Drips-Medium-01: 30 second loop of dripping in a reverberant room
Cavern-Drips-Medium-02: 40 second loop of dripping in a very reverberant room
Cavern-Drips-Small-01: Delicate dripping water in a slightly reverberant room
Cavern-Drips-Small-02: Tiny dripping water in a reverberant room
Cavern-Random-Rocks-Debris: Multiple randomly played sounds of rocks and debris in reverberant cavern room.
Randomly played a random volumes with random short and long silences
Cavern-Room-Tone-Large-02: Click emitter for Off/On loop of a large room tone
Cavern-Room-Tone-Large-03: Click emitter for Off/On loop of a large room tone
Cavern-Stream-01: 40 second loop of medium stream and many drips in a reverberant room
Cavern-Stream-02: 40 second loop of medium stream and many drips in a reverberant room
Cavern-Stream-03: loop of small stream and some drips in a reverberant room
Cavern-Stream-04: loop of medium stream in a reverberant room
Cavern-Wind-Drips-01: Loop of small drips and medium cave wind
Cavern-Wind-Drips-02: Loop of small drips and medium cave wind
Waterfall-Large-Cavern: Chute waterfall in medium reverberant room
Waterfall-Medium-Cavern: Medium waterfall in medium reverberant room
Waterfall-Tiny-Cavern-01: Tiny waterfall in a medium reverberant room
Waterfall-Tiny-Cavern-02: Tiny waterfall in a medium large reverberant room
Waterfall-Tiny-Cavern-03: Tiny waterfall in a small reverberant room
Waterfall-Tiny-Cavern-04: Tiny waterfall in a large reverberant room
See item in Second Life- Makes regions more immersive
- Quick and easy to deploy
- Costs less than buying individual sound effects