transposing LoopSoundMaster to Sound Module

This commit is contained in:
SignpostMarv
2012-10-06 22:23:14 +01:00
committed by Justin Clark-Casey (justincc)
parent a68e2fe169
commit 29a8ae48b5
3 changed files with 50 additions and 25 deletions

View File

@@ -2397,33 +2397,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public void llLoopSoundMaster(string sound, double volume)
{
m_host.AddScriptLPS(1);
m_host.ParentGroup.LoopSoundMasterPrim = m_host;
lock (m_host.ParentGroup.LoopSoundSlavePrims)
if (m_SoundModule != null)
{
foreach (SceneObjectPart prim in m_host.ParentGroup.LoopSoundSlavePrims)
{
if (prim.Sound != UUID.Zero)
llStopSound();
prim.Sound = KeyOrName(sound);
prim.SoundGain = volume;
prim.SoundFlags = 1; // looping
prim.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
prim.ScheduleFullUpdate();
prim.SendFullUpdateToAllClients();
}
m_SoundModule.LoopSoundMaster(m_host.UUID, KeyOrName(sound),
volume, 20);
}
if (m_host.Sound != UUID.Zero)
llStopSound();
m_host.Sound = KeyOrName(sound);
m_host.SoundGain = volume;
m_host.SoundFlags = 1; // looping
m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
m_host.ScheduleFullUpdate();
m_host.SendFullUpdateToAllClients();
}
public void llLoopSoundSlave(string sound, double volume)