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IDProjectCategoryView StatusDate SubmittedLast Update
0007768opensim[REGION] Scripting Enginepublic2015-11-27 16:582018-10-20 19:34
Reporterslow putzo 
Assigned Toslow putzo 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
PlatformLinuxOSFedoraOS Version
Product Versionmaster (dev code) 
Target VersionFixed in Version 
Summary0007768: llCollisionSound function does not work in current release V0.9.0
Descriptionstring sound = "87683e86-d2a5-49ac-b1e9-9b600695f3bd"; //uuid or name of item in inventory
 
default
{
    state_entry()
    {
        llCollisionSound(sound, 1.0);
    }
}
Steps To Reproduce1-Update from V0.8.3 to V0.9.0
2-Insert this tiny script into a new box
3-walk into the box

No soind is heard yet it works perfectly using V0.8.3
TagsNo tags attached.
Git Revision or version numberopensim-0.9.0-118-g9928076.zip
Run Mode Grid (1 Region per Sim)
Physics EngineBulletSim
EnvironmentMono / Linux64
Mono Versiontrunk
ViewerCool VL
Attached Files

- Relationships

-  Notes
(0029740)
UbitUmarov (administrator)
2015-11-27 17:31

a piano note?
it is working with ubOde.
we need to fix the other engines so send compatible collision data
(0029741)
slow putzo (reporter)
2015-11-27 18:48

Is BulletSim no longer the right engine?
(0029754)
UbitUmarov (administrator)
2015-11-28 15:16

At this point the right one is the one that works best for your region needs, possible per region.
Just the "old Ode" is no longer recommended, unless you only want to use old scripts that depend on it. It may be removed in future

But this sound issue is just another thing I forgot merging the new avn code, collisions should at least beep on other engines ;)
(0029755)
UbitUmarov (administrator)
2015-11-28 16:05

now Ode should do collisions sounds like ubOde. Bullet should do constant volume default ones until RAdams improves my patch.
With your example all should work now
(0029858)
slow putzo (reporter)
2015-12-22 14:52

In the current GIT (opensim-0.9.0-216-g6437a94) this works perfectly in ubOde physics. In bullet physics there is no sound at all.
(0029942)
slow putzo (reporter)
2016-01-11 08:37

I have tested the current git master opensim-0.9.0-240-g22501ea: 2016-01-11 on the region "tsim test" on OSgrid and have found the following:
works in ubOde physics, bullet physics there is no sound at all.

On this test region there is a set of white "keys" near the moving sidewalk that if walked over should produce the sounds as if you were walking over a piano keyboard.

Currently the test region if in bullet physics mode for testing the failure of the moving sidewalk for mantis 7779.
(0030002)
slow putzo (reporter)
2016-01-18 15:29
edited on: 2016-01-18 15:31

I tested again today 1-18-2016 using my test region of "TSim Test".

I still get no sound at all using bullet, while ubOde works fine with the piano scale being heard as your walk over the white keys.

Tested with opensim-0.9.0-245-gddd59fa

(0030005)
Robert Adams (administrator)
2016-01-19 22:18

Some fixes for collision sound were checked in today. It doesn't happen often enough though since the collision stops the collider which means the velocity is often seen as zero.
(0030013)
slow putzo (reporter)
2016-01-20 15:39

I am not sure if you are telling me you were able to fix this or if you are saying you are still working on it.

I can tell you that I updated the region today with the latest GIT:
opensim-0.9.0-247-g66be755 ( TSim Test is now at this level).
The piano keys still do not give any audible tone at all when walking on them.

The sidewalk still fails with the same gradual speed increase along it's length as if it is "adding" the push to the force each time or something like that.

Another thing I noticed is that when I arrive on the region, or tp to another spot I usually slowly drift upward unless I do some kind of walk movement to stop it. I think this is new, because I never noticed it before until today. If it was there before, it happened far less often. I also noticed I slide down even the smallest graded slope now where before I could stand on a hill or a shore line without sliding down to the flat ground.

The same is true when I get off of a sit. The same things usually happens to an NPC when they are first rezzed or when they get off of a sit.

I say sometimes, because there is the odd time when it does not happen.

I have no idea if that is related to this or so some other mantis I was reading.

On a good note, these issues have resulted in me finding some sloppy or sometimes incorrect scripting algorithme I have written and have corrected them.
(0030631)
Gavin Hird (reporter)
2016-06-21 11:40

I have only tested this in Kokua; the default collision sound is played by the viewer when you collied with say a wall. It works both on ubODE and Bullet. I have not tested the scripted collision sound.
(0030638)
slow putzo (reporter)
2016-06-21 13:16

I have just tested this using two different regions. IV0.9.0 the simple script listed in this mantis does not work correctly.

TSim-Test running git opensim-0.9.0-345-gce7fa72 ubODE
TSim-Sandbox running osgrid-opensim-10212015.v0.8.3.41b2855 bullet

It does produce a sound, but if you go to OSgrid and visit region TSim-Test,
you can see the difference. TSim-Test is right next to TSim-Sandbox which is running V0.8.3.

On each region I placed a set of "steps" that will cause the piano scale to be played as you walk over them. They are a series of white keys linked together.

On TSim-Test, you only hear one or two tones. It appears the script does not get triggered in each of the linked prims. Sometimes it will trigger more than one tone. Right next to it but on the adjacent region is the identical object and it works correctly.
(0030639)
slow putzo (reporter)
2016-06-21 14:33

I want to update my previous comment with the following information.

I added another region so now I have three regions which you can see the difference on.

TSim-Test running git opensim-0.9.0-345-gce7fa72 ubODE
TSim-Test2 running git opensim-0.9.0-345-gce7fa72 bullet
TSim-Sandbox running osgrid-opensim-10212015.v0.8.3.41b2855 bullet

The reason I added the third region was not for this mantis. By doing so I moved the musical keys to the corner where all three regions meet. I placed the same keys on the bullet enabled region and noticed that it makes a difference how far you sink the linked prim into the ground. Originally all three were at the same level and I noticed that on the bullet region they did not work at all. When I raised them a bit, they started to work much like those on the ubODE region, but not like the object on the V 0.8.30 region which did not matter how far the object was sunk into the ground. I do not know if this helps any in discovering what the issue is or not.
(0030769)
UbitUmarov (administrator)
2016-06-25 11:24

collision sounds now have intensity dependent on collision velocity, can this explain what you see ?
(0030774)
slow putzo (reporter)
2016-06-25 15:59

I am not sure. I tried to make the three regions as identical as possible for testing. I have placed the five key object at exactly the same height on all three regions. I moved them back away from the region border a bit more because that did appear to affect how they work as well. The 2, V 0.9.0 regions will produce a sound, if you tp to the different keys, about 1/4 of the time. The same object on the V 0.8.3 regions works like you would expect if someone were to walk over a real piano keyboard. It plays the scale kind of like Do Re Mi Fa So La Ti Do. The concern I have is that in V0.9.0 the function does not work like it use to, nor like one would expect it to work.

Since the tone that is heard is correct, the problem seams to be how it senses the collision and when it senses it.

The objects should be full perm, and the regions is like a sandbox and anyone can rezz things there.

I leave all three regions online 24/7.
"TSim-Test" running git opensim-0.9.0-345-gce7fa72 ubODE
"TSim-Test2" running git opensim-0.9.0-345-gce7fa72 bullet
"TSim Sandbox" running osgrid-opensim-10212015.v0.8.3.41b2855 bullet
(0033209)
slow putzo (reporter)
2018-10-20 19:34

This works just fine in ubOde.

- Issue History
Date Modified Username Field Change
2015-11-27 16:58 slow putzo New Issue
2015-11-27 17:31 UbitUmarov Note Added: 0029740
2015-11-27 18:48 slow putzo Note Added: 0029741
2015-11-28 15:16 UbitUmarov Note Added: 0029754
2015-11-28 16:05 UbitUmarov Note Added: 0029755
2015-12-22 14:52 slow putzo Note Added: 0029858
2016-01-11 08:37 slow putzo Note Added: 0029942
2016-01-18 15:29 slow putzo Note Added: 0030002
2016-01-18 15:31 slow putzo Note Edited: 0030002 View Revisions
2016-01-19 22:18 Robert Adams Note Added: 0030005
2016-01-20 15:39 slow putzo Note Added: 0030013
2016-06-21 11:40 Gavin Hird Note Added: 0030631
2016-06-21 13:16 slow putzo Note Added: 0030638
2016-06-21 14:33 slow putzo Note Added: 0030639
2016-06-25 11:24 UbitUmarov Note Added: 0030769
2016-06-25 15:59 slow putzo Note Added: 0030774
2018-10-20 19:34 slow putzo Note Added: 0033209
2018-10-20 19:34 slow putzo Status new => resolved
2018-10-20 19:34 slow putzo Resolution open => fixed
2018-10-20 19:34 slow putzo Assigned To => slow putzo


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