change how sounds work. May be bad.. needs testing

This commit is contained in:
UbitUmarov
2014-07-27 08:18:27 +01:00
parent 5a7a609683
commit c3b5a6c2ab
4 changed files with 66 additions and 102 deletions

View File

@@ -2844,7 +2844,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_SoundModule.SendSound(
m_host.UUID,
ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound),
volume, false, m_host.SoundQueueing ? (byte)SoundFlags.Queue : (byte)SoundFlags.None,
volume, false, 0,
0, false, false);
}
}
@@ -2855,7 +2855,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (m_SoundModule != null)
{
m_SoundModule.LoopSound(m_host.UUID, ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound),
volume, 20, false);
volume, 20, false,false);
}
}
@@ -2865,16 +2865,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (m_SoundModule != null)
{
m_SoundModule.LoopSound(m_host.UUID, ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound),
volume, 20, true);
volume, 20, true, false);
}
}
public void llLoopSoundSlave(string sound, double volume)
{
m_host.AddScriptLPS(1);
lock (m_host.ParentGroup.LoopSoundSlavePrims)
if (m_SoundModule != null)
{
m_host.ParentGroup.LoopSoundSlavePrims.Add(m_host);
m_SoundModule.LoopSound(m_host.UUID, ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound),
volume, 20, false, true);
}
}