From 7d38f4940c39b217bcf6b90b7811933099916de9 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 22 May 2013 20:01:57 +0100
Subject: Implement llSetSoundQueueing().
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
---
OpenSim/Region/Framework/Interfaces/ISoundModule.cs | 8 +++++++-
1 file changed, 7 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/Framework/Interfaces')
diff --git a/OpenSim/Region/Framework/Interfaces/ISoundModule.cs b/OpenSim/Region/Framework/Interfaces/ISoundModule.cs
index 68af492..8372ddd 100644
--- a/OpenSim/Region/Framework/Interfaces/ISoundModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISoundModule.cs
@@ -104,7 +104,6 @@ namespace OpenSim.Region.Framework.Interfaces
/// Sound asset ID
/// Sound volume
/// Triggered or not.
- ///
/// Sound radius
/// Play using sound master
/// Play as sound master
@@ -123,5 +122,12 @@ namespace OpenSim.Region.Framework.Interfaces
/// AABB top north-east corner
void TriggerSoundLimited(UUID objectID, UUID sound, double volume,
Vector3 min, Vector3 max);
+
+ ///
+ /// Set whether sounds on the given prim should be queued.
+ ///
+ ///
+ ///
+ void SetSoundQueueing(UUID objectID, bool shouldQueue);
}
}
\ No newline at end of file
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