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authorJustin Clark-Casey (justincc)2013-05-22 20:01:57 +0100
committerJustin Clark-Casey (justincc)2013-05-22 20:01:57 +0100
commit7d38f4940c39b217bcf6b90b7811933099916de9 (patch)
tree75c5a6ef2b670e464cec98d94580f06fd86c38c2 /OpenSim/Region/Framework/Scenes
parentRevert "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.cs10
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 }