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