adjusting parameter order of PreloadSound to be more logical

integration
SignpostMarv 2012-10-06 22:27:20 +01:00 committed by Justin Clark-Casey (justincc)
parent 29a8ae48b5
commit d7ffcace8f
3 changed files with 4 additions and 4 deletions

View File

@ -224,7 +224,7 @@ namespace OpenSim.Region.CoreModules.World.Sound
}
}
public virtual void PreloadSound(UUID soundID, UUID objectID, float radius)
public virtual void PreloadSound(UUID objectID, UUID soundID, float radius)
{
SceneObjectPart part;
if (soundID == UUID.Zero

View File

@ -78,12 +78,12 @@ namespace OpenSim.Region.Framework.Interfaces
/// <summary>
/// Preload sound to viewers within range.
/// </summary>
/// <param name="soundID">Sound asset ID</param>
/// <param name="objectID">Sound source ID</param>
/// <param name="soundID">Sound asset ID</param>
/// <param name="radius">
/// Radius used to determine which viewers should preload the sound.
/// </param>
void PreloadSound(UUID soundID, UUID objectID, float radius);
void PreloadSound(UUID objectID, UUID soundID, float radius);
/// <summary>
/// Declare object as new sync master, play specified sound at

View File

@ -2440,7 +2440,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
m_host.AddScriptLPS(1);
if (m_SoundModule != null)
m_SoundModule.PreloadSound(KeyOrName(sound), m_host.UUID, 0);
m_SoundModule.PreloadSound(m_host.UUID, KeyOrName(sound), 0);
ScriptSleep(1000);
}