Mantis#1438. Thank you kindly, Melanie for a patch that:

This patch implements the llLoopSound patch from Xantor for the XEngine
0.6.0-stable
Charles Krinke 2008-06-05 14:22:53 +00:00
parent dab3a53920
commit 3b764dd34f
1 changed files with 63 additions and 17 deletions

View File

@ -172,6 +172,31 @@ namespace OpenSim.Region.ScriptEngine.XEngine
return LLUUID.Zero;
}
/// <summary>
/// accepts a valid LLUUID, -or- a name of an inventory item.
/// Returns a valid LLUUID or LLUUID.Zero if key invalid and item not found
/// in prim inventory.
/// </summary>
/// <param name="k"></param>
/// <returns></returns>
private LLUUID KeyOrName(string k)
{
LLUUID key = LLUUID.Zero;
// if we can parse the string as a key, use it.
if (LLUUID.TryParse(k, out key))
{
return key;
}
// else try to locate the name in inventory of object. found returns key,
// not found returns LLUUID.Zero which will translate to the default particle texture
else
{
return InventoryKey(k);
}
}
public void osSetRegionWaterHeight(double height)
{
m_host.AddScriptLPS(1);
@ -1372,16 +1397,38 @@ namespace OpenSim.Region.ScriptEngine.XEngine
Deprecated("llSound");
}
// Xantor 20080528 PlaySound updated so it accepts an objectinventory name -or- a key to a sound
// 20080530 Updated to remove code duplication
public void llPlaySound(string sound, double volume)
{
m_host.AddScriptLPS(1);
m_host.SendSound(sound, volume, false, 0);
// send the sound, once, to all clients in range
m_host.SendSound(KeyOrName(sound).ToString(), volume, false, 0);
}
// Xantor 20080528 we should do this differently.
// 1) apply the sound to the object
// 2) schedule full update
// just sending the sound out once doesn't work so well when other avatars come in view later on
// or when the prim gets moved, changed, sat on, whatever
// see large number of mantises (mantes?)
// 20080530 Updated to remove code duplication
// 20080530 Stop sound if there is one, otherwise volume only changes don't work
public void llLoopSound(string sound, double volume)
{
m_host.AddScriptLPS(1);
m_host.SendSound(sound, volume, false, 1);
if (m_host.Sound != LLUUID.Zero)
llStopSound();
m_host.Sound = KeyOrName(sound);
m_host.SoundGain = volume;
m_host.SoundFlags = 1; // looping
m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
m_host.ScheduleFullUpdate();
m_host.SendFullUpdateToAllClients();
}
public void llLoopSoundMaster(string sound, double volume)
@ -1408,10 +1455,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
m_host.SendSound(sound, volume, true, 0);
}
// Xantor 20080528: Clear prim data of sound instead
public void llStopSound()
{
m_host.AddScriptLPS(1);
m_host.SendSound(LLUUID.Zero.ToString(), 1.0, false, 2);
m_host.Sound = LLUUID.Zero;
m_host.SoundGain = 0;
m_host.SoundFlags = 0;
m_host.SoundRadius = 0;
m_host.ScheduleFullUpdate();
m_host.SendFullUpdateToAllClients();
// m_host.SendSound(LLUUID.Zero.ToString(), 1.0, false, 2);
}
public void llPreloadSound(string sound)
@ -4045,23 +4102,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
break;
// Xantor 03-May-2008
// Xantor 20080503
// Wiki: PSYS_SRC_TEXTURE string inventory item name or key of the particle texture
// "" = default texture.
// 20080530 Updated to remove code duplication
case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_TEXTURE:
LLUUID tkey = LLUUID.Zero;
// if we can parse the string as a key, use it.
if (LLUUID.TryParse(rules.Data[i + 1].ToString(), out tkey))
{
prules.Texture = tkey;
}
// else try to locate the name in inventory of object. found returns key,
// not found returns LLUUID.Zero which will translate to the default particle texture
else
{
prules.Texture = InventoryKey(rules.Data[i+1].ToString());
}
prules.Texture = KeyOrName(rules.Data[i + 1].ToString());
break;
case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_BURST_RATE: