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| ID | Project | Category | View Status | Date Submitted | Last Update | ||||
| 0006235 | opensim | [REGION] Script Functions | public | 2012-08-21 20:08 | 2012-08-21 21:37 | ||||
| Reporter | Taarna Welles | ||||||||
| Assigned To | justincc | ||||||||
| Priority | normal | Severity | minor | Reproducibility | always | ||||
| Status | resolved | Resolution | fixed | ||||||
| Platform | OSGrid | OS | Windows | OS Version | Web Ser 2008 R2 | ||||
| Product Version | |||||||||
| Target Version | Fixed in Version | ||||||||
| Summary | 0006235: NPC influence sounds volume | ||||||||
| Description | Only llPlaySound is effected by NPC's llLoopSound seems to not be effected The NPC is some how screwing up the sound location SoundModule.TriggerSound is changing the gain for every scene presence, when it should not Justin Clark-Casey: ok cool, I will fix that | ||||||||
| Steps To Reproduce | 1. Rez a NPC 2. Rez a box with a single sound 3. Relog 4. Play the single sound and the sound will be faint 5. Delete the NPC 6. Play the single sound again and the sound will be full | ||||||||
| Additional Information | [2012/07/31 11:23] Nebadon Izumi: llLoopSound seems to not be effected [2012/07/31 11:23] Nebadon Izumi: but llPLaySound is [2012/07/31 11:23] Taarna Welles: it also happens with no loop sound scripts [2012/07/31 11:24] Richardus Raymaker: aha. only tested playsound [2012/07/31 11:24] Nebadon Izumi: yep [2012/07/31 11:24] Taarna Welles: yes Richard we only tested playsound [2012/07/31 11:24] Nebadon Izumi: can you hear the ocean now? [2012/07/31 11:24] Justin Clark-Casey: I think this is going to be a viwer issue t obe frank [2012/07/31 11:24] Richardus Raymaker: there's the sund normal back [2012/07/31 11:24] Justin Clark-Casey: oops [2012/07/31 11:24] Sarah Kline: are we flooding? [2012/07/31 11:24] Taarna Welles: yes I can hear the ocean [2012/07/31 11:24] Nebadon Izumi: i changed the ocean water to llLoopSound [2012/07/31 11:24] Nebadon Izumi: and now its loud [2012/07/31 11:24] Taarna Welles: lol [2012/07/31 11:24] Richardus Raymaker: its normal now [2012/07/31 11:24] Nebadon Izumi: ya [2012/07/31 11:24] Justin Clark-Casey: there's no obvious mechanism server side that would adjust volume after the viewer has been notified of a sound location [2012/07/31 11:24] Nebadon Izumi: only llPlaySound is effected by NPC's it seems [2012/07/31 11:25] Nebadon Izumi: how odd [2012/07/31 11:25] Taarna Welles: thank you Nebadon pffff [2012/07/31 11:25] Taarna Welles: :) [2012/07/31 11:25] Taarna Welles: Well I have no clue and I also don't know how to solve it. This is beyond my knowlegde [2012/07/31 11:26] Nebadon Izumi: very bizzaro [2012/07/31 11:26] Richardus Raymaker: well, its a bad side effect from npc [2012/07/31 11:26] Justin Clark-Casey: llLoopSound and llPlaySound look like they're being handled different [2012/07/31 11:26] Justin Clark-Casey: ly [2012/07/31 11:26] Richardus Raymaker: and cant explain it how the code of npc can change sound [2012/07/31 11:26] Nebadon Izumi: it must have something to do with location [2012/07/31 11:27] Nebadon Izumi: the NPC is some how screwing up the sound locatiojn [2012/07/31 11:27] Richardus Raymaker: yes. [2012/07/31 11:27] Nebadon Izumi: only thing I can think [2012/07/31 11:27] Taarna Welles: It effect the whole region if you have an NPC around [2012/07/31 11:27] Taarna Welles: it happens also with one NPC [2012/07/31 11:27] Nebadon Izumi: that makes sense Taarna [2012/07/31 11:27] Nebadon Izumi: it would make less sense if it didnt effect the whole sim [2012/07/31 11:28] Justin Clark-Casey: ahhh, I think I see it [2012/07/31 11:28] Taarna Welles: Maybe I have to write a mantis about this odd thingy? [2012/07/31 11:28] Nebadon Izumi: maybe not [2012/07/31 11:28] Nebadon Izumi: hehe [2012/07/31 11:28] Justin Clark-Casey: SoundModule.TriggerSound is changing the gain for every scene presence, when it should not [2012/07/31 11:28] Justin Clark-Casey: so the more users (including npcs) the lower the gain [2012/07/31 11:28] Richardus Raymaker: aha, there you have it [2012/07/31 11:28] Taarna Welles: nice :) [2012/07/31 11:29] Richardus Raymaker: also explain why it only happens with relog [2012/07/31 11:29] NPC Rezzer v2.3 #0: Removing this NPCs from this scene! [2012/07/31 11:29] Justin Clark-Casey: ok cool, I will fix that | ||||||||
| Tags | No tags attached. | ||||||||
| Git Revision or version number | osgrid.opensim-08202012.v0.7.4.dd0556a | ||||||||
| Run Mode | Grid (Multiple Regions per Sim) | ||||||||
| Physics Engine | BasicPhysics | ||||||||
| Environment | .NET / Windows64 | ||||||||
| Mono Version | None | ||||||||
| Viewer | All viewers | ||||||||
| Attached Files | |||||||||
Notes |
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(0022405) justincc (administrator) 2012-08-21 21:37 |
Please try git master 9925317 which contains another sound module fix. If you don't build OpenSimulator from master yourself then you'll need to wait for the next osgrid release. |
Issue History |
|||
| Date Modified | Username | Field | Change |
| 2012-08-21 20:08 | Taarna Welles | New Issue | |
| 2012-08-21 21:37 | justincc | Note Added: 0022405 | |
| 2012-08-21 21:37 | justincc | Status | new => resolved |
| 2012-08-21 21:37 | justincc | Resolution | open => fixed |
| 2012-08-21 21:37 | justincc | Assigned To | => justincc |
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