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author | Charles Krinke | 2008-05-28 14:03:08 +0000 |
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committer | Charles Krinke | 2008-05-28 14:03:08 +0000 |
commit | 06147d0492e91c06a7d8f3a19c20897033f560a3 (patch) | |
tree | 5010f60eafa04b6907c5edc5d2233b06584d4c8e /OpenSim/Region/ScriptEngine/Common | |
parent | Mantis#1398. Thank you kindly, cmickeyb for a patch that: (diff) | |
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Mantis#1406. Thank you kindly, Xantor for a patch that:
llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Common')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs | 56 |
1 files changed, 54 insertions, 2 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs index 61f92ef..e91e73c 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs | |||
@@ -1390,16 +1390,59 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
1390 | Deprecated("llSound"); | 1390 | Deprecated("llSound"); |
1391 | } | 1391 | } |
1392 | 1392 | ||
1393 | // Xantor 20080528 PlaySound updated so it accepts an objectinventory name -or- a key to a sound | ||
1393 | public void llPlaySound(string sound, double volume) | 1394 | public void llPlaySound(string sound, double volume) |
1394 | { | 1395 | { |
1395 | m_host.AddScriptLPS(1); | 1396 | m_host.AddScriptLPS(1); |
1397 | |||
1398 | LLUUID key = LLUUID.Zero; | ||
1399 | |||
1400 | // if we can parse the string as a key, use it. | ||
1401 | if (LLUUID.TryParse(sound, out key)) | ||
1402 | { | ||
1403 | sound = key.ToString(); | ||
1404 | } | ||
1405 | // else try to locate the name in inventory of object. found returns key, | ||
1406 | // not found returns LLUUID.Zero | ||
1407 | else | ||
1408 | { | ||
1409 | sound = InventoryKey(sound).ToString(); | ||
1410 | } | ||
1411 | |||
1412 | // send the sound, once, to all clients in range | ||
1396 | m_host.SendSound(sound, volume, false, 0); | 1413 | m_host.SendSound(sound, volume, false, 0); |
1414 | |||
1397 | } | 1415 | } |
1398 | 1416 | ||
1417 | // Xantor 20080528 we should do this differently. | ||
1418 | // 1) apply the sound to the object | ||
1419 | // 2) schedule full update | ||
1420 | // just sending the sound out once doesn't work so well when other avatars come in view later on | ||
1421 | // or when the prim gets moved, changed, sat on, whatever | ||
1422 | // see large number of mantises (mantes?) | ||
1399 | public void llLoopSound(string sound, double volume) | 1423 | public void llLoopSound(string sound, double volume) |
1400 | { | 1424 | { |
1401 | m_host.AddScriptLPS(1); | 1425 | m_host.AddScriptLPS(1); |
1402 | m_host.SendSound(sound, volume, false, 1); | 1426 | // m_host.SendSound(sound, volume, false, 1); |
1427 | LLUUID key = LLUUID.Zero; | ||
1428 | |||
1429 | // if we can parse the string as a key, use it. | ||
1430 | if (LLUUID.TryParse(sound, out key)) | ||
1431 | { | ||
1432 | m_host.Sound = key; | ||
1433 | } | ||
1434 | // else try to locate the name in inventory of object. found returns key, | ||
1435 | // not found returns LLUUID.Zero | ||
1436 | else | ||
1437 | { | ||
1438 | m_host.Sound = InventoryKey(sound.ToString()); | ||
1439 | } | ||
1440 | |||
1441 | m_host.SoundGain = volume; | ||
1442 | m_host.SoundFlags = 1; // looping | ||
1443 | m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable? | ||
1444 | |||
1445 | m_host.SendFullUpdateToAllClients(); | ||
1403 | } | 1446 | } |
1404 | 1447 | ||
1405 | public void llLoopSoundMaster(string sound, double volume) | 1448 | public void llLoopSoundMaster(string sound, double volume) |
@@ -1426,10 +1469,19 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
1426 | m_host.SendSound(sound, volume, true, 0); | 1469 | m_host.SendSound(sound, volume, true, 0); |
1427 | } | 1470 | } |
1428 | 1471 | ||
1472 | // Xantor 20080528: Clear prim data of sound instead | ||
1429 | public void llStopSound() | 1473 | public void llStopSound() |
1430 | { | 1474 | { |
1431 | m_host.AddScriptLPS(1); | 1475 | m_host.AddScriptLPS(1); |
1432 | m_host.SendSound(LLUUID.Zero.ToString(), 1.0, false, 2); | 1476 | |
1477 | m_host.Sound = LLUUID.Zero; | ||
1478 | m_host.SoundGain = 0; | ||
1479 | m_host.SoundFlags = 0; | ||
1480 | m_host.SoundRadius = 0; | ||
1481 | |||
1482 | m_host.SendFullUpdateToAllClients(); | ||
1483 | |||
1484 | // m_host.SendSound(LLUUID.Zero.ToString(), 1.0, false, 2); | ||
1433 | } | 1485 | } |
1434 | 1486 | ||
1435 | public void llPreloadSound(string sound) | 1487 | public void llPreloadSound(string sound) |