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
This commit is contained in:
Justin Clark-Casey (justincc)
2013-05-22 20:01:57 +01:00
parent 6596a1de80
commit 7d38f4940c
4 changed files with 33 additions and 6 deletions

View File

@@ -104,7 +104,6 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="sound">Sound asset ID</param>
/// <param name="volume">Sound volume</param>
/// <param name="triggered">Triggered or not.</param>
/// <param name="flags"></param>
/// <param name="radius">Sound radius</param>
/// <param name="useMaster">Play using sound master</param>
/// <param name="isMaster">Play as sound master</param>
@@ -123,5 +122,12 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="max">AABB top north-east corner</param>
void TriggerSoundLimited(UUID objectID, UUID sound, double volume,
Vector3 min, Vector3 max);
/// <summary>
/// Set whether sounds on the given prim should be queued.
/// </summary>
/// <param name='objectID'></param>
/// <param name='shouldQueue'></param>
void SetSoundQueueing(UUID objectID, bool shouldQueue);
}
}