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fixing a bug in SceneObjectPart.SendSound where sounds would always come from the root prim rather than the source prim
This commit is contained in:
committed by
Justin Clark-Casey (justincc)
parent
57940087d1
commit
af39af1cc4
@@ -2659,7 +2659,6 @@ namespace OpenSim.Region.Framework.Scenes
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volume = Util.Clip((float)volume, 0, 1);
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UUID objectID = ParentGroup.RootPart.UUID;
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UUID parentID = ParentGroup.UUID;
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UUID soundID = UUID.Zero;
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@@ -2690,21 +2689,21 @@ namespace OpenSim.Region.Framework.Scenes
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if (isMaster)
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{
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if (triggered)
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soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
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soundModule.TriggerSound(soundID, OwnerID, UUID, parentID, volume, position, regionHandle, radius);
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else
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soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
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soundModule.PlayAttachedSound(soundID, OwnerID, UUID, volume, position, flags, radius);
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ParentGroup.PlaySoundMasterPrim = this;
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if (triggered)
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soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
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soundModule.TriggerSound(soundID, OwnerID, UUID, parentID, volume, position, regionHandle, radius);
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else
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soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
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soundModule.PlayAttachedSound(soundID, OwnerID, UUID, volume, position, flags, radius);
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foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
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{
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position = prim.AbsolutePosition; // region local
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if (triggered)
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soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
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soundModule.TriggerSound(soundID, OwnerID, prim.UUID, parentID, volume, position, regionHandle, radius);
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else
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soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
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soundModule.PlayAttachedSound(soundID, OwnerID, prim.UUID, volume, position, flags, radius);
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}
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ParentGroup.PlaySoundSlavePrims.Clear();
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ParentGroup.PlaySoundMasterPrim = null;
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@@ -2717,9 +2716,9 @@ namespace OpenSim.Region.Framework.Scenes
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else
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{
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if (triggered)
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soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
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soundModule.TriggerSound(soundID, OwnerID, UUID, parentID, volume, position, regionHandle, radius);
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else
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soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
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soundModule.PlayAttachedSound(soundID, OwnerID, UUID, volume, position, flags, radius);
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}
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}
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