Merge branch 'master' of /var/git/opensim/
commit
873e551bb3
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@ -2694,7 +2694,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void PreloadSound(string sound)
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public void PreloadSound(string sound)
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{
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{
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// UUID ownerID = OwnerID;
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// UUID ownerID = OwnerID;
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UUID objectID = UUID;
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UUID objectID = ParentGroup.RootPart.UUID;
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UUID soundID = UUID.Zero;
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UUID soundID = UUID.Zero;
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if (!UUID.TryParse(sound, out soundID))
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if (!UUID.TryParse(sound, out soundID))
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@ -3101,7 +3101,7 @@ namespace OpenSim.Region.Framework.Scenes
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volume = 0;
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volume = 0;
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UUID ownerID = _ownerID;
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UUID ownerID = _ownerID;
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UUID objectID = UUID;
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UUID objectID = ParentGroup.RootPart.UUID;
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UUID parentID = GetRootPartUUID();
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UUID parentID = GetRootPartUUID();
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UUID soundID = UUID.Zero;
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UUID soundID = UUID.Zero;
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Vector3 position = AbsolutePosition; // region local
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Vector3 position = AbsolutePosition; // region local
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@ -3138,11 +3138,11 @@ namespace OpenSim.Region.Framework.Scenes
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else
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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, objectID, volume, position, flags, radius);
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ParentGroup.PlaySoundMasterPrim = this;
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ParentGroup.PlaySoundMasterPrim = this;
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ownerID = this._ownerID;
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ownerID = _ownerID;
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objectID = this.UUID;
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objectID = ParentGroup.RootPart.UUID;
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parentID = this.GetRootPartUUID();
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parentID = GetRootPartUUID();
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position = this.AbsolutePosition; // region local
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position = AbsolutePosition; // region local
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regionHandle = this.ParentGroup.Scene.RegionInfo.RegionHandle;
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regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
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if (triggered)
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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, objectID, parentID, volume, position, regionHandle, radius);
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else
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else
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@ -3150,7 +3150,7 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
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foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
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{
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{
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ownerID = prim._ownerID;
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ownerID = prim._ownerID;
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objectID = prim.UUID;
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objectID = prim.ParentGroup.RootPart.UUID;
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parentID = prim.GetRootPartUUID();
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parentID = prim.GetRootPartUUID();
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position = prim.AbsolutePosition; // region local
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position = prim.AbsolutePosition; // region local
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regionHandle = prim.ParentGroup.Scene.RegionInfo.RegionHandle;
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regionHandle = prim.ParentGroup.Scene.RegionInfo.RegionHandle;
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