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change how sounds work. May be bad.. needs testing
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@@ -2844,7 +2844,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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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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volume, false, 0,
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0, false, false);
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}
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}
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@@ -2855,7 +2855,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (m_SoundModule != null)
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{
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m_SoundModule.LoopSound(m_host.UUID, ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound),
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volume, 20, false);
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volume, 20, false,false);
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}
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}
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@@ -2865,16 +2865,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (m_SoundModule != null)
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{
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m_SoundModule.LoopSound(m_host.UUID, ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound),
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volume, 20, true);
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volume, 20, true, false);
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}
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}
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public void llLoopSoundSlave(string sound, double volume)
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{
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m_host.AddScriptLPS(1);
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lock (m_host.ParentGroup.LoopSoundSlavePrims)
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if (m_SoundModule != null)
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{
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m_host.ParentGroup.LoopSoundSlavePrims.Add(m_host);
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m_SoundModule.LoopSound(m_host.UUID, ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound),
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volume, 20, false, true);
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}
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}
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