Commit message (Collapse) | Author | Age | Files | Lines | |
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* | bug fix: avoid null ref on trigger soundi if source is a avatar | UbitUmarov | 2018-05-15 | 1 | -10/+14 |
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* | sound radius is a prim prop only set by llSetSoundRadius, fix it in case ↵ | UbitUmarov | 2018-04-10 | 1 | -29/+29 |
| | | | | viewers do fix its use (ignored for now) | ||||
* | mantis 8275: fix llStopSound for llPlaySound. Code was doing as SL wiki but ↵ | UbitUmarov | 2018-04-10 | 1 | -1/+4 |
| | | | | not as not real regions with FireStorm. Singularity will only stop loop sounds. None stops Trigger | ||||
* | Massive tab and trailing space cleanup | Melanie Thielker | 2017-01-05 | 1 | -3/+3 |
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* | let llPlaySound() in HUDs send sound to owner without parcel restriction | UbitUmarov | 2016-06-26 | 1 | -3/+3 |
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* | mantis 7942: allow llTriggerSound on HUDs to send sounds to all. | UbitUmarov | 2016-06-26 | 1 | -0/+2 |
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* | restrict other avatar sounds to parcel flags ( untested ) | UbitUmarov | 2014-07-30 | 1 | -17/+34 |
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* | dont mess with sound gain on stop | UbitUmarov | 2014-07-27 | 1 | -1/+1 |
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* | change how sounds work. May be bad.. needs testing | UbitUmarov | 2014-07-27 | 1 | -94/+55 |
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* | Implement llSetSoundQueueing(). | Justin Clark-Casey (justincc) | 2013-05-22 | 1 | -0/+9 |
| | | | | | | This is controlled by the viewer, not the server. So as per http://wiki.secondlife.com/wiki/LlSetSoundQueueing, only two sounds can be queued per prim. You probably need to use llPreloadSound() for best results | ||||
* | Fix sounds so that they play from inventory after teleport rather than only ↵ | Justin Clark-Casey (justincc) | 2012-12-13 | 1 | -2/+2 |
| | | | | | | | | | on initial login region. Regression from commit ed162a10 (Fri Oct 5 13:50:12 2012) We had started listening for the client login event for attaching the sound trigger event rather than OnNewClient Addresses http://opensimulator.org/mantis/view.php?id=6453 Many thanks to danbanner for identifying the exact commit where this went wrong, which made identifying the fix easy. | ||||
* | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2012-11-23 | 1 | -2/+2 |
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* | refactoring to use assembly:classname style of configuration | SignpostMarv | 2012-10-29 | 1 | -1/+4 |
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* | Renaming module back to SoundModule as the hypothetical plan was to make ↵ | SignpostMarv | 2012-10-29 | 1 | -3/+3 |
| | | | | another module using the shared region module interface, but this was pointed out by Melanie_T to be mostly pointless. | ||||
* | SianaGearz notes stop sound flag is 1 << 5, so using that for ↵ | SignpostMarv | 2012-10-29 | 1 | -6/+3 |
| | | | | ISoundModule.StopSound rather than setting gain to zero | ||||
* | tweaking configuration logic so that the INonSharedRegionModule will load by ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+9 |
| | | | | default | ||||
* | Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the ↵ | SignpostMarv | 2012-10-29 | 1 | -0/+30 |
| | | | | LL Wiki spec for llTriggerSoundLimited states an axis-aligned bounding box, not radial constraint | ||||
* | shuffling code around so that the interface for ISoundModule.SendSound() ↵ | SignpostMarv | 2012-10-29 | 1 | -21/+4 |
| | | | | specifies a UUID rather than a string | ||||
* | moving SendSound from SceneObjectPart to ISoundModule | SignpostMarv | 2012-10-29 | 1 | -0/+73 |
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* | Formatting SoundModuleNonShared.LoopSound, consistent indentation | SignpostMarv | 2012-10-29 | 1 | -1/+1 |
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* | deduplicating code into a single LoopSound method | SignpostMarv | 2012-10-29 | 1 | -2/+11 |
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* | refactoring StopSound into a private static method to skip repeating ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+6 |
| | | | | m_scene.TryGetSceneObjectPart | ||||
* | Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the ↵ | SignpostMarv | 2012-10-29 | 1 | -15/+0 |
| | | | | SL Wiki spec does not state that slaves are set to match master values | ||||
* | adjusting parameter order of PreloadSound to be more logical | SignpostMarv | 2012-10-29 | 1 | -1/+1 |
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* | transposing LoopSoundMaster to Sound Module | SignpostMarv | 2012-10-29 | 1 | -0/+36 |
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* | transposing preload sound onto sound module | SignpostMarv | 2012-10-29 | 1 | -0/+20 |
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* | transposing stop sound into sound module | SignpostMarv | 2012-10-29 | 1 | -0/+45 |
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* | TryGetScenePresence in TriggerSound is probably meant to be using the ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 |
| | | | | ownerID, not the objectID | ||||
* | swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+4 |
| | | | | to imply why we're doing an early return. | ||||
* | stripping whitespace from ISoundModule, formatting SoundModuleNonShared.cs | SignpostMarv | 2012-10-29 | 1 | -3/+5 |
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* | refactoring thisSpGain in PlayAttachedSound as it was previously using two ↵ | SignpostMarv | 2012-10-29 | 1 | -8/+4 |
| | | | | typecasts in the assignment and had the assignment on a separate line to the declaration | ||||
* | Factoring out an if-else block in PlayAttachedSound as it was using the ↵ | SignpostMarv | 2012-10-29 | 1 | -6/+6 |
| | | | | previously hard-coded max distance value. | ||||
* | making the max distance for sounds to be heard from their origin a ↵ | SignpostMarv | 2012-10-29 | 1 | -3/+9 |
| | | | | configurable option exposed via a public field on ISoundModule (with private setter in the implementation) | ||||
* | Converting the ISoundModule implementation from an IRegionModule to an ↵ | SignpostMarv | 2012-10-29 | 1 | -20/+58 |
| | | | | INonSharedRegionModule | ||||
* | Fix bug in SoundModule.PlayAttachedSound() where every sound update to an ↵ | Justin Clark-Casey (justincc) | 2012-08-21 | 1 | -3/+5 |
| | | | | | | avatar would base its gain calculation on the previous avatar's gain, instead of the original input gain This is similar to commit d89faa which fixed the same kind of bug in TriggerSound() | ||||
* | Fix bug in SoundModule.TriggerSound() where every sound update to an avatar ↵ | Justin Clark-Casey (justincc) | 2012-07-31 | 1 | -3/+6 |
| | | | | | | would base its gain calculation on the previous avatar's gain, instead of the original input gain. This was making sound attenuate oddly when there were NPCs in the region, though it could also happen with ordinary avatars. | ||||
* | Add SOG.HasPrivateAttachmentPoint to tell if a SOG has a private attachment ↵ | Justin Clark-Casey (justincc) | 2012-06-14 | 1 | -5/+2 |
| | | | | | | | | point. HUDs attachment points are private. Change SOP.SendFullUpdateToClient() and SoundModule.PlayAttachedSound() to use this rather than different magic number formulations. This also corrects a bug in PlayAttachedSound() where the code assumed that all attachment points over 30 were HUDs. It appears this is no longer true with Neck and Root (Avatar Center) | ||||
* | Rename ForEachAvatar back to ForEachScenePresence. The other changes | Dan Lake | 2011-11-03 | 1 | -2/+2 |
| | | | | | | from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence. | ||||
* | Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls to | Dan Lake | 2011-11-03 | 1 | -2/+2 |
| | | | | | | | | | | | | | | the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate. | ||||
* | Added new ForEachRootScenePresence to Scene since almost every delegate ↵ | Dan Lake | 2011-10-27 | 1 | -8/+2 |
| | | | | passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors. | ||||
* | Eliminate duplicate AttachmentPoint properties by always using the one ↵ | Justin Clark-Casey (justincc) | 2011-08-27 | 1 | -2/+2 |
| | | | | stored in the root part's state field. | ||||
* | remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2011-01-21 | 1 | -1/+1 |
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* | Fix gesture and viewer preview sounds not playing | Melanie | 2010-11-17 | 1 | -7/+13 |
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* | Remove a debug spam | Melanie | 2010-11-10 | 1 | -1/+0 |
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* | Fix playing sound from HUDs | Melanie | 2010-11-05 | 1 | -2/+16 |
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* | Fix attached sounds from HUDs erroneously being delivered to other avatars | Melanie | 2010-11-05 | 1 | -0/+19 |
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* | Cleaned up access to scenepresences in scenegraph. GetScenePresences and ↵ | Dan Lake | 2010-03-19 | 1 | -14/+20 |
| | | | | GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>). | ||||
* | Revolution is on the roll again! :) | Revolution | 2010-02-14 | 1 | -4/+10 |
| | | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com> | ||||
* | Revert "Updates all IRegionModules to the new style region modules." | Melanie | 2010-01-29 | 1 | -26/+7 |
| | | | | This reverts commit ec3c31e61e5e540f822891110df9bc978655bbaf. | ||||
* | Updates all IRegionModules to the new style region modules. | Revolution | 2010-01-23 | 1 | -7/+26 |
| | | | | Signed-off-by: Melanie <melanie@t-data.com> |