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author | Justin Clark-Casey (justincc) | 2013-05-22 20:01:57 +0100 |
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committer | Justin Clark-Casey (justincc) | 2013-05-22 20:01:57 +0100 |
commit | 7d38f4940c39b217bcf6b90b7811933099916de9 (patch) | |
tree | 75c5a6ef2b670e464cec98d94580f06fd86c38c2 /OpenSim/Region/CoreModules/World/Sound | |
parent | Revert "BulletSim: add code to experimentally use asset hull data." (diff) | |
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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
Diffstat (limited to 'OpenSim/Region/CoreModules/World/Sound')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Sound/SoundModule.cs | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs index 883045a..d093224 100644 --- a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs +++ b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs | |||
@@ -369,6 +369,15 @@ namespace OpenSim.Region.CoreModules.World.Sound | |||
369 | }); | 369 | }); |
370 | } | 370 | } |
371 | 371 | ||
372 | public void SetSoundQueueing(UUID objectID, bool shouldQueue) | ||
373 | { | ||
374 | SceneObjectPart part; | ||
375 | if (!m_scene.TryGetSceneObjectPart(objectID, out part)) | ||
376 | return; | ||
377 | |||
378 | part.SoundQueueing = shouldQueue; | ||
379 | } | ||
380 | |||
372 | #endregion | 381 | #endregion |
373 | } | 382 | } |
374 | } | 383 | } |