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IDProjectCategoryView StatusDate SubmittedLast Update
0008368opensim[REGION] Physics Enginespublic2018-09-12 01:092018-09-13 00:46
Reporterdjphil 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformPCOSWindowsOS Version10
Product Version 
Target VersionFixed in Version 
Summary0008368: The first collision sound don't work when object is rez by script
DescriptionWhen a physical object is rez with llRezObject, the collision sound don't work on the first collision. After if you move the object, collision sound work normaly. I have tested on SL and it work normaly.
Steps To ReproduceRez a temporary physical objct with this script:

default
{
    touch_start(integer n)
    {
        string object = llGetInventoryName(INVENTORY_OBJECT, 1);
        vector random = <-0.5 + llFrand(1.0), -0.5 + llFrand(1.0), 1.0>;
        llRezObject(object, llGetPos() + random, ZERO_VECTOR, ZERO_ROTATION, FALSE);
    }
}
Additional InformationTested with Firestorm on ubODE only at now and with a default size 0.5 prim and a small 0.05. Result is same, no sound at first collision.
TagsNo tags attached.
Git Revision or version number
Run Mode Grid (Multiple Regions per Sim)
Physics EngineubODE
Environment.NET / Windows64
Mono VersionNone
ViewerFirestorm
Attached Files

- Relationships

-  Notes
(0032931)
watcher64 (reporter)
2018-09-12 08:34

can't replicate this, maybe it is hitting the ground faster than the viewer realizes it needs to cache the sound ..

Tried to replicate it, everyone of these made noise when they hit ..


https://i.gyazo.com/2b2140267746776cc3da148996abd953.gif [^]
(0032933)
djphil (reporter)
2018-09-12 19:17

If you do not have the problem you're luckier than me about it ...
So I created a little video to show the problem @ https://youtu.be/T4wbbavqLTY [^]
(gif don't support any audio format)
(0032934)
watcher64 (reporter)
2018-09-12 19:34

Here ya go djphil ..

https://youtu.be/0eNJ-YAVCD4 [^]
(0032941)
djphil (reporter)
2018-09-12 20:38
edited on: 2018-09-12 20:40

Yes yes, I do not doubt what you show with your gif without sounds lol.
Simply, I report a problem that I found at home and I would be very happy if we could solve it.

Remember for example the problem of GetTexture service that was not working at home and that other users will not reproduce at home ... and finally Ubit found and solved this problem. And get texture works wonderfully now under windows.

I hope we will find and solve the "first collision sound" problem here too one day ... :)

(0032942)
djphil (reporter)
2018-09-12 23:24
edited on: 2018-09-13 04:13

Here is what I saw ...

If i rez the prim like this:
llRezObject(object, llGetPos() + random, ZERO_VECTOR, ZERO_ROTATION, FALSE);
No first collision sound

If i rez the prim like this:
llRezObject(object, llGetPos() + random, <0.0, 5.0, 5.0>, ZERO_ROTATION, FALSE);
No first collision sound

And finally, if i rez the prim like this:
llRezObject(object, llGetPos() + random, <0.0, 5.0, 10.0>, ZERO_ROTATION, FALSE);
I hear the first collision sound

As I said above, in SL it works well with velocity ZERO_VECTOR
I also looked here http://wiki.secondlife.com/wiki/LlCollisionSound [^]
and here http://wiki.secondlife.com/wiki/LSL_Delay [^]
And I do not see any delay for this function

(0032943)
watcher64 (reporter)
2018-09-12 23:45

I cannot replicate this on a linux based region at all ..

And did not think I could replicate it on a windows based region, BUT ..

About 1 in 10 does not make the collision sound on first strike ..

So is it an issue, with opensim, .NET, windows <shrug> .

We are not SL, so not everything is going to work exactly like there, but, this one I think is going to be tricky to find out why ..

I I tested on my slower box as well, and the results were about the same, about 1 in 10 ..

Although if I raised the rezzer to 40 meters, I got the sound in what seemed 100% of the cases on windows , I dropped like 300 total I think ...
(0032944)
watcher64 (reporter)
2018-09-13 00:46

Tested with djphil on various regions, and best we can come up with is it is some type of timing issue, if the object is not in the scene long enough before it hits an object the collision sound does not fire ..

- Issue History
Date Modified Username Field Change
2018-09-12 01:09 djphil New Issue
2018-09-12 08:34 watcher64 Note Added: 0032931
2018-09-12 19:17 djphil Note Added: 0032933
2018-09-12 19:34 watcher64 Note Added: 0032934
2018-09-12 20:38 djphil Note Added: 0032941
2018-09-12 20:39 djphil Note Edited: 0032941 View Revisions
2018-09-12 20:39 djphil Note Edited: 0032941 View Revisions
2018-09-12 20:40 djphil Note Edited: 0032941 View Revisions
2018-09-12 23:24 djphil Note Added: 0032942
2018-09-12 23:25 djphil Note Edited: 0032942 View Revisions
2018-09-12 23:30 djphil Note Edited: 0032942 View Revisions
2018-09-12 23:45 watcher64 Note Added: 0032943
2018-09-13 00:46 watcher64 Note Added: 0032944
2018-09-13 04:13 djphil Note Edited: 0032942 View Revisions


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