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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
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')
-rw-r--r--OpenSim/Region/CoreModules/World/Sound/SoundModule.cs9
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISoundModule.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs10
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs12
4 files changed, 33 insertions, 6 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}
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
104 /// <param name="sound">Sound asset ID</param> 104 /// <param name="sound">Sound asset ID</param>
105 /// <param name="volume">Sound volume</param> 105 /// <param name="volume">Sound volume</param>
106 /// <param name="triggered">Triggered or not.</param> 106 /// <param name="triggered">Triggered or not.</param>
107 /// <param name="flags"></param>
108 /// <param name="radius">Sound radius</param> 107 /// <param name="radius">Sound radius</param>
109 /// <param name="useMaster">Play using sound master</param> 108 /// <param name="useMaster">Play using sound master</param>
110 /// <param name="isMaster">Play as sound master</param> 109 /// <param name="isMaster">Play as sound master</param>
@@ -123,5 +122,12 @@ namespace OpenSim.Region.Framework.Interfaces
123 /// <param name="max">AABB top north-east corner</param> 122 /// <param name="max">AABB top north-east corner</param>
124 void TriggerSoundLimited(UUID objectID, UUID sound, double volume, 123 void TriggerSoundLimited(UUID objectID, UUID sound, double volume,
125 Vector3 min, Vector3 max); 124 Vector3 min, Vector3 max);
125
126 /// <summary>
127 /// Set whether sounds on the given prim should be queued.
128 /// </summary>
129 /// <param name='objectID'></param>
130 /// <param name='shouldQueue'></param>
131 void SetSoundQueueing(UUID objectID, bool shouldQueue);
126 } 132 }
127} \ No newline at end of file 133} \ No newline at end of file
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 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 969243c..0b4b043 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -2474,9 +2474,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2474 // send the sound, once, to all clients in range 2474 // send the sound, once, to all clients in range
2475 if (m_SoundModule != null) 2475 if (m_SoundModule != null)
2476 { 2476 {
2477 m_SoundModule.SendSound(m_host.UUID, 2477 m_SoundModule.SendSound(
2478 ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume, false, 0, 2478 m_host.UUID,
2479 0, false, false); 2479 ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound),
2480 volume, false, m_host.SoundQueueing ? (byte)SoundFlags.Queue : (byte)SoundFlags.None,
2481 0, false, false);
2480 } 2482 }
2481 } 2483 }
2482 2484
@@ -11822,7 +11824,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11822 public void llSetSoundQueueing(int queue) 11824 public void llSetSoundQueueing(int queue)
11823 { 11825 {
11824 m_host.AddScriptLPS(1); 11826 m_host.AddScriptLPS(1);
11825 NotImplemented("llSetSoundQueueing"); 11827
11828 if (m_SoundModule != null)
11829 m_SoundModule.SetSoundQueueing(m_host.UUID, queue == ScriptBaseClass.TRUE.value);
11826 } 11830 }
11827 11831
11828 public void llCollisionSprite(string impact_sprite) 11832 public void llCollisionSprite(string impact_sprite)