[Opensim-users] Sounds, inworld clocks, rotations
Justin Clark-Casey
jjustincc at googlemail.com
Tue Nov 29 22:24:00 UTC 2011
On 29/11/11 13:45, InuYasha Meiji wrote:
> 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.
Yes, llSetSoundQueueing() is not currently implemented in OpenSimulator.
--
Justin Clark-Casey (justincc)
http://justincc.org/blog
http://twitter.com/justincc
More information about the Opensim-users
mailing list