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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/Framework/Scenes | |
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/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 10 |
1 files changed, 9 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 347a2b5..b1c1cbb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -219,6 +219,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
219 | 219 | ||
220 | public double SoundRadius; | 220 | public double SoundRadius; |
221 | 221 | ||
222 | /// <summary> | ||
223 | /// Should sounds played from this prim be queued? | ||
224 | /// </summary> | ||
225 | /// <remarks> | ||
226 | /// This should only be changed by sound modules. It is up to sound modules as to how they interpret this setting. | ||
227 | /// </remarks> | ||
228 | public bool SoundQueueing { get; set; } | ||
229 | |||
222 | public uint TimeStampFull; | 230 | public uint TimeStampFull; |
223 | 231 | ||
224 | public uint TimeStampLastActivity; // Will be used for AutoReturn | 232 | public uint TimeStampLastActivity; // Will be used for AutoReturn |
@@ -2429,7 +2437,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2429 | if (soundModule != null) | 2437 | if (soundModule != null) |
2430 | { | 2438 | { |
2431 | soundModule.SendSound(UUID, CollisionSound, | 2439 | soundModule.SendSound(UUID, CollisionSound, |
2432 | CollisionSoundVolume, true, (byte)0, 0, false, | 2440 | CollisionSoundVolume, true, 0, 0, false, |
2433 | false); | 2441 | false); |
2434 | } | 2442 | } |
2435 | } | 2443 | } |