[Opensim-users] Sounds, inworld clocks, rotations
InuYasha Meiji
inuyasha.meiji at gmail.com
Tue Nov 29 13:45:19 UTC 2011
On 11/28/2011 1:36 PM, Jigs wrote:
> I have 3 little projects I would like to do on my non-profit sims but
> wanted to find out first if they are possible, and if so, how it can be
> done.
>
> 1)Sounds
>
> We know the llPlaySound commands etc will play a .wav from prim inventory
> or via UUID, and we know scripts can play streaming audio (shoutcast etc)
> or play an .mp3 file (or video) from a prim which changes the parcel/media
> settings to the url.
> But, I wondered if it's possible to play a longer sound residing on the
> same server as opensim- which leads to project;
>
> 2)- an analog clock which currently plays a chime on the hour on my
> building's tower- wanting to mod the script to play on the quarter hour
> the traditional series of so called "Westminster chimes" which are
> obviously longer than 10 seconds each, especially on the 3/4 hour
> sequence.
> I know 10 sec clips can be strung together in a prim, but was trying to
> see if there's a way to call it with the sound file residing on the
> server/localhost, since mySQL and OS are all running off localhost to
> begin with.
>
> 3)Rotation of a prim, this youtube video below shows what I would like to
> rotate and how- the crank arm of a steam engine, which as can be seen in
> the video would rotate in 2 directions- x-y (forward-back as well as one
> end of the prim rotating 360 degrees in an arc;
>
> http://www.youtube.com/watch?v=-7AVjxxlJRI
>
> I have the engine mostly build, and the flywheel scripted to rotate, I
> also found a swing script and "cut" a prim, inserted the script and linked
> it to the shaft I want to rotate, this mostly does what I want but does
> not move x-y.
> The secondary horzontal connecting shaft needs only move horizontally x-y
> a small amount for best effects but I haven't found a script that will
> move a prim just x-y for that.
>
> The Engine itself can be seen on the Wolf Reference Library region at
> 225,231,21 the 2 scripts I am trying are on now.
>
> I think aside from my 3 projects- others, not just myself could make a
> broader use of any findings and solutions found for these 3 tasks.
>
> Timber
> WesternPrairie.net
>
Part of the problem with sound in opensim id not all the sound commands
seems to be working. There was a way of cutting up sound files and
pre-loading them with a small cache to play entire songs. This small
caching had to do with a llSetSoundQueueing
<http://wiki.secondlife.com/wiki/LlSetSoundQueueing> command.
Not only that but I found sounds in opensim cause a sound being played
to be cut off and stopped when another object starts another sound.
Unlike SL that allows one sound to complete even as the other starts
up. I made a rain shower that had a falling rain sound accompanying
the rain in a loop. When another object a lightning effect set off and
played the thunder the rain sound was cut off completely. So after each
lightning effect the sound of the rain stopped. I am waiting for
opensim to fix this sound before I try that again. I didn't add it to
the error reports. I felt it wasn't on the top of their list of fixes
right now and there where more pressing matters to contend with.
InuYasha..
--
________________________________________________________________
Opensim User: Standalone Grid on Version 0.7.2 with 49 Regions
on Windows 7, 64-bit. Phenom 9500 2.2 ghz Quad Core, Terabyte Hard
Drive, 8gig DDR2 RAM. Used XAMPP to load PHP Version 5.3.0, Apache
and MySQL 5.1.41-community edition.
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