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transposing LoopSoundMaster to Sound Module
This commit is contained in:
committed by
Justin Clark-Casey (justincc)
parent
a68e2fe169
commit
29a8ae48b5
@@ -2397,33 +2397,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public void llLoopSoundMaster(string sound, double volume)
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{
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m_host.AddScriptLPS(1);
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m_host.ParentGroup.LoopSoundMasterPrim = m_host;
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lock (m_host.ParentGroup.LoopSoundSlavePrims)
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if (m_SoundModule != null)
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{
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foreach (SceneObjectPart prim in m_host.ParentGroup.LoopSoundSlavePrims)
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{
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if (prim.Sound != UUID.Zero)
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llStopSound();
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prim.Sound = KeyOrName(sound);
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prim.SoundGain = volume;
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prim.SoundFlags = 1; // looping
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prim.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
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prim.ScheduleFullUpdate();
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prim.SendFullUpdateToAllClients();
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}
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m_SoundModule.LoopSoundMaster(m_host.UUID, KeyOrName(sound),
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volume, 20);
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}
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if (m_host.Sound != UUID.Zero)
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llStopSound();
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m_host.Sound = KeyOrName(sound);
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m_host.SoundGain = volume;
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m_host.SoundFlags = 1; // looping
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m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
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m_host.ScheduleFullUpdate();
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m_host.SendFullUpdateToAllClients();
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}
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public void llLoopSoundSlave(string sound, double volume)
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