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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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@@ -2474,9 +2474,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// send the sound, once, to all clients in range
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if (m_SoundModule != null)
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{
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m_SoundModule.SendSound(m_host.UUID,
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ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume, false, 0,
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0, false, false);
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m_SoundModule.SendSound(
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m_host.UUID,
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ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound),
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volume, false, m_host.SoundQueueing ? (byte)SoundFlags.Queue : (byte)SoundFlags.None,
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0, false, false);
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}
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}
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@@ -11822,7 +11824,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public void llSetSoundQueueing(int queue)
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{
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m_host.AddScriptLPS(1);
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NotImplemented("llSetSoundQueueing");
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if (m_SoundModule != null)
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m_SoundModule.SetSoundQueueing(m_host.UUID, queue == ScriptBaseClass.TRUE.value);
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}
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public void llCollisionSprite(string impact_sprite)
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