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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0008716||opensim||[REGION] Script Functions||public||2020-06-17 01:07||2020-06-28 12:50|
|Priority||normal||Severity||minor||Reproducibility||have not tried|
|Target Version||Fixed in Version|
|Summary||0008716: [FEATURE REQUEST] osBeep|
|Description||Would it be possible to implement osBeep(integer frequency, integer duration) from:|
C# public static void Beep (int frequency, int duration);
Thank you in advance.
|Tags||No tags attached.|
|Git Revision or version number|
|Run Mode||Grid (Multiple Regions per Sim)|
|Environment||.NET / Windows64|
use the sound LSL functions
|Do we have an LSL/OSSL function allowing to modify the frequency of the sound?|
|You could ship a bunch of sound files and create a dummy function for the LSL sound functions, but actively changing the frequency, I doubt the viewer would be able to do anything with that given how horrendously bad sound is handled already. I suspect you would run into the same issues sounds have generally and that is getting the viewer to play them. See sound is not streamed, the asset is locally opened much like animations, so you cannot change what the viewer has without replacing the whole asset and then you would need to get the viewer to fetch and replay. This is already unstable enough as is. Sounds are really not handled well, trying to add further layers is likely going to just fail more than it would work.|
I thought Beep was the easiest thing to do like my old vintage comodore could do 20 years ago.
Several times already I understand that the sound architecture in Opensim was not good and limited the possibilities.
So why not do something better?
The sound in opensim is something relatively important, isn't it?
The use of codecs such as "opus" would be a nice improvement for example. It is already used in many current applications.
We are confined to standard wav pcm samples ... and this is not a criterion of absolute quality because it will always depend on the quality of departure of your sound and that no matter its format ...
Staying confined to wav format does not make much sense to me ...
Creating small sounds in real time such as beeps, clicks, noises (simulate the wind) would be so much easier with a simple small oscillator.
Imagine for a moment creating a complete range for a piano ... this represents many sounds, many mb in the database etc ... while this could so simply be achieved with an oscillator ...
With samples as it is possible to do now this is greedy and is always limited to the sounds that we upload beforehand.
With an oscillator we upload no sound and the sounds are simply unlimited. The difference is obvious.
But hey, Ubit already said "no", and it's a shame ... :s
Sorry this is the Google translator
The word in French is "dommage" and not "honte"
"dammage" in french is something like "sad"
I hope you understand ;-)
I'm more concerned with how this would be handled in the viewer as sound transmission is not exactly handled gracefully and the system is incredibly limited, just remember to make a song via those sounds they need to be split in 25 second pieces. Also the viewer only plays X amount of them at a time, so complex orchestras using various instruments is out as well.
I suppose you could generate a bunch of beeps and place them in the Library though, that might be useful for some :)
|2020-06-17 01:07||djphil||New Issue|
|2020-06-17 02:09||UbitUmarov||Note Added: 0036544|
|2020-06-17 02:12||djphil||Note Added: 0036545|
|2020-06-23 11:13||tampa||Note Added: 0036546|
|2020-06-28 02:36||djphil||Note Added: 0036557|
|2020-06-28 04:51||UbitUmarov||Note Added: 0036566|
|2020-06-28 05:00||djphil||Note Added: 0036568|
|2020-06-28 12:50||tampa||Note Added: 0036569|
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