From 7d38f4940c39b217bcf6b90b7811933099916de9 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 22 May 2013 20:01:57 +0100
Subject: 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
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 10 +++++++++-
1 file changed, 9 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/Framework/Scenes')
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
public double SoundRadius;
+ ///
+ /// Should sounds played from this prim be queued?
+ ///
+ ///
+ /// This should only be changed by sound modules. It is up to sound modules as to how they interpret this setting.
+ ///
+ public bool SoundQueueing { get; set; }
+
public uint TimeStampFull;
public uint TimeStampLastActivity; // Will be used for AutoReturn
@@ -2429,7 +2437,7 @@ namespace OpenSim.Region.Framework.Scenes
if (soundModule != null)
{
soundModule.SendSound(UUID, CollisionSound,
- CollisionSoundVolume, true, (byte)0, 0, false,
+ CollisionSoundVolume, true, 0, 0, false,
false);
}
}
--
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