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

@@ -219,6 +219,14 @@ namespace OpenSim.Region.Framework.Scenes
public double SoundRadius;
/// <summary>
/// Should sounds played from this prim be queued?
/// </summary>
/// <remarks>
/// This should only be changed by sound modules. It is up to sound modules as to how they interpret this setting.
/// </remarks>
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);
}
}