[Opensim-users] sound files length
InuYasha Meiji
inuyasha.meiji at gmail.com
Wed May 15 10:32:53 UTC 2013
I have used the script you mentioned for playing multiple 10 second
clips for musical instruments with some tweaking. It works great in
SL. I have been waiting for the implementation for a long time now. I
wanted to make the same instrument in my grid for a while. I haven't
been talking about it much, because I know Opensim has lots of other
things at the top of the list to do. However, I would also like to see
llSetSoundQueueing <http://wiki.secondlife.com/wiki/llSetSoundQueueing>
fully implemented, if someone is inclined to do so.
The people making viewers out there created the 10 second rule or limit
not just arbitrarily, but I think because they wanted to protect people
from the liability of copy write infringement uploading copyright
material. Not sure. But please, let this not be the start of a three
month long discussion on copyright again...
As far as I am concerned, I only want to play some nearly 500 year old
folk music. I think I may be able to get away with that.
llSetSoundQueueing
<http://wiki.secondlife.com/wiki/llSetSoundQueueing> is definately on my
wish list. It also helps me make longer less repeditive ambient sounds
in my forst. With the script playing a longer sound clip for a forest
you don't hear that one bird that goes off every ten seconds till you
want to run out of the woods grasping your head screaming. (lol).
Your Friend,
InuYasha.
> In SL there is the script
> http://www.free-lsl-scripts.com/cgi/freescripts.plx?ID=1681 that can
> play multiple 10 second wave files to make upto in this case 42 minutes.
> Unfortunately this does not work within Openim because
> llSetSoundQueueing
> <http://wiki.secondlife.com/wiki/llSetSoundQueueing> is not fully
> implemented. This buffers the sound so that there is no break I
> believe. I have been told that the 10 second .wav files are quite a
> resource hit - however I have not tested this myself.
>
> It would be helpful if this could be fully implemented.
>
> I have got around this by using a script to play the parcel media as
> an avatar approaches using the agent sensor script. Using the media
> all I needed was a link to the .mp3 files. I never got the audio
> setting to work; I think that this needs audio streaming which I never
> set up fully (the media option was easier). You may be able to set the
> media parcel using
> http://wiki.secondlife.com/wiki/LlParcelMediaCommandList for each set
> of dialogue.
>
> Hope this helps.
>
> Tom Willans BSc(Hons) MBCS CITP
> PhD Student
> Serious Games Institute, Coventry University
> United Kingdom
>
> Managing Director Bessacarr Publications Ltd
> Senior Research Representative:Engineering and Computing
> +44 (0)121 288 0281
> email: tom.willans at bessacarr.com <mailto:tom.willans at bessacarr.com>
> skype: tom.willans
> Second Life and OSGrid: Tom Tiros
>
>
>
> Sent from my iPad
>
> On 15 May 2013, at 09:04, "Nick Zwart - 3DLES" <nick at 3dles.com
> <mailto:nick at 3dles.com>> wrote:
>
>> So the viewer builders should work on that, to make it long enough to
>> have the NPC speak whole sentences. This is what more of us would
>> like to see. There is a lot of language education going on in OpenSim
>> so sentences of, let's say, 1 minute would be great.
>> Now that some of the viewers are forked to OpenSim, the OS version
>> could have that option!
>> Nick Zwart - 3DLES
>>
>> ----- Original Message -----
>> *From:* Nebadon Izumi <mailto:nebadon2025 at gmail.com>
>> *To:* OpenSim Users Mailing List
>> <mailto:opensim-users at lists.berlios.de>
>> *Sent:* Tuesday, May 14, 2013 11:41 PM
>> *Subject:* Re: [Opensim-users] sound files length
>>
>> This is a limit imposed on the viewer mostly to combat copyright
>> issues in the Linden grid, you could theoretically expand that
>> limit if you had a good enough understanding of the viewer code,
>> there is nothing that can be done on the simulator side, as there
>> is no hard limit there, it will accept whatever the viewer feeds
>> it at this time.
>>
>>
>> On Tue, May 14, 2013 at 11:32 AM, Michel DENIS
>> <michel.m.denis at gmail.com <mailto:michel.m.denis at gmail.com>> wrote:
>>
>> Hello,
>>
>> I need to set up a long and complex voice dialog between 2
>> bots (NPCs) but discover the difficulty of doing that as it
>> looks that sound files cannot be more than 10 seconds each !?
>> Not only the initial set up requires several cuts of each
>> voice sequence, but there's a complex parameterization of
>> scripts, and finally the maintenance/evolution of the system
>> when dialogs need to be changed will be tough.
>>
>> Why this limitation ? Any way of patching to get "free
>> length" sound files like on other VW platforms ?
>>
>> Thanks in advance for your feedback,
>> -michel
>>
>>
>>
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>>
>> --
>> Michael Emory Cerquoni
>>
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