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On 11/28/2011 1:36 PM, Jigs wrote:
<blockquote
cite="mid:da6a4003d532061207051cd2ec694013.squirrel@gator1468.hostgator.com"
type="cite">
<pre wrap="">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;
<a class="moz-txt-link-freetext" href="http://www.youtube.com/watch?v=-7AVjxxlJRI">http://www.youtube.com/watch?v=-7AVjxxlJRI</a>
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
</pre>
</blockquote>
<br>
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 <a
href="http://wiki.secondlife.com/wiki/LlSetSoundQueueing"
title="LlSetSoundQueueing">llSetSoundQueueing</a> command. <br>
<br>
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.<br>
<br>
InuYasha..<br>
<br>
<pre class="moz-signature" cols="72">--
________________________________________________________________
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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