diff --git a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs index 883045a01a..d093224b3c 100644 --- a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs +++ b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs @@ -369,6 +369,15 @@ namespace OpenSim.Region.CoreModules.World.Sound }); } + public void SetSoundQueueing(UUID objectID, bool shouldQueue) + { + SceneObjectPart part; + if (!m_scene.TryGetSceneObjectPart(objectID, out part)) + return; + + part.SoundQueueing = shouldQueue; + } + #endregion } } diff --git a/OpenSim/Region/Framework/Interfaces/ISoundModule.cs b/OpenSim/Region/Framework/Interfaces/ISoundModule.cs index 68af4923d5..8372ddddf8 100644 --- a/OpenSim/Region/Framework/Interfaces/ISoundModule.cs +++ b/OpenSim/Region/Framework/Interfaces/ISoundModule.cs @@ -104,7 +104,6 @@ namespace OpenSim.Region.Framework.Interfaces /// Sound asset ID /// Sound volume /// Triggered or not. - /// /// Sound radius /// Play using sound master /// Play as sound master @@ -123,5 +122,12 @@ namespace OpenSim.Region.Framework.Interfaces /// AABB top north-east corner void TriggerSoundLimited(UUID objectID, UUID sound, double volume, Vector3 min, Vector3 max); + + /// + /// Set whether sounds on the given prim should be queued. + /// + /// + /// + void SetSoundQueueing(UUID objectID, bool shouldQueue); } } \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 347a2b57e3..b1c1cbb3ea 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -219,6 +219,14 @@ namespace OpenSim.Region.Framework.Scenes public double SoundRadius; + /// + /// Should sounds played from this prim be queued? + /// + /// + /// This should only be changed by sound modules. It is up to sound modules as to how they interpret this setting. + /// + public bool SoundQueueing { get; set; } + public uint TimeStampFull; public uint TimeStampLastActivity; // Will be used for AutoReturn @@ -2429,7 +2437,7 @@ namespace OpenSim.Region.Framework.Scenes if (soundModule != null) { soundModule.SendSound(UUID, CollisionSound, - CollisionSoundVolume, true, (byte)0, 0, false, + CollisionSoundVolume, true, 0, 0, false, false); } } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 969243c8ae..0b4b0431a2 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2474,9 +2474,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // send the sound, once, to all clients in range if (m_SoundModule != null) { - m_SoundModule.SendSound(m_host.UUID, - ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume, false, 0, - 0, false, false); + m_SoundModule.SendSound( + m_host.UUID, + ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), + volume, false, m_host.SoundQueueing ? (byte)SoundFlags.Queue : (byte)SoundFlags.None, + 0, false, false); } } @@ -11822,7 +11824,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public void llSetSoundQueueing(int queue) { m_host.AddScriptLPS(1); - NotImplemented("llSetSoundQueueing"); + + if (m_SoundModule != null) + m_SoundModule.SetSoundQueueing(m_host.UUID, queue == ScriptBaseClass.TRUE.value); } public void llCollisionSprite(string impact_sprite)