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<font face="Arial">Thank you Justin - this is great work !<br>
-michel<br>
</font><br>
Justin Clark-Casey wrote:
<blockquote cite="mid:519D1887.7000207@googlemail.com" type="cite">As
light relief from other things, I had a chance to take a look at this
today and llSetSoundQueueing() should now be implemented as of git
master 7d38f49.
<br>
<br>
The implementation was surprisingly simple as it's the viewer that does
all the work. This means that like SL, only two sounds can be queued
at any one time. But this should be enough to get LSL scripts to work
though I didn't test the one you quoted.
<br>
<br>
On 15/05/13 10:28, Tom Willans wrote:
<br>
<blockquote type="cite">In SL there is the script
<a class="moz-txt-link-freetext" href="http://www.free-lsl-scripts.com/cgi/freescripts.plx?ID=1681">http://www.free-lsl-scripts.com/cgi/freescripts.plx?ID=1681</a> that can
play multiple 10 second
<br>
wave files to make upto in this case 42 minutes.
<br>
Unfortunately this does not work within Openim because
llSetSoundQueueing
<br>
<a class="moz-txt-link-rfc2396E" href="http://wiki.secondlife.com/wiki/llSetSoundQueueing"><http://wiki.secondlife.com/wiki/llSetSoundQueueing></a> is not fully
implemented. This buffers the sound so that there is
<br>
no break I believe. I have been told that the 10 second .wav files are
quite a resource hit - however I have not tested
<br>
this myself.
<br>
<br>
It would be helpful if this could be fully implemented.
<br>
<br>
I have got around this by using a script to play the parcel media as an
avatar approaches using the agent sensor script.
<br>
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
<br>
needs audio streaming which I never set up fully (the media option was
easier). You may be able to set the media parcel
<br>
using
<br>
<a class="moz-txt-link-freetext" href="http://wiki.secondlife.com/wiki/LlParcelMediaCommandList">http://wiki.secondlife.com/wiki/LlParcelMediaCommandList</a> for each set
of dialogue.
<br>
<br>
Hope this helps.
<br>
<br>
Tom Willans BSc(Hons) MBCS CITP
<br>
PhD Student
<br>
Serious Games Institute, Coventry University
<br>
United Kingdom
<br>
<br>
Managing Director Bessacarr Publications Ltd
<br>
Senior Research Representative:Engineering and Computing
<br>
+44 (0)121 288 0281
<br>
email: <a class="moz-txt-link-abbreviated" href="mailto:tom.willans@bessacarr.com">tom.willans@bessacarr.com</a>
<a class="moz-txt-link-rfc2396E" href="mailto:tom.willans@bessacarr.com"><mailto:tom.willans@bessacarr.com></a>
<br>
skype: tom.willans
<br>
Second Life and OSGrid: Tom Tiros
<br>
<br>
<br>
<br>
Sent from my iPad
<br>
<br>
On 15 May 2013, at 09:04, "Nick Zwart - 3DLES" <<a class="moz-txt-link-abbreviated" href="mailto:nick@3dles.com">nick@3dles.com</a>
<a class="moz-txt-link-rfc2396E" href="mailto:nick@3dles.com"><mailto:nick@3dles.com></a>> wrote:
<br>
<br>
<blockquote type="cite">So the viewer builders should work on that,
to make it long enough to have the NPC speak whole sentences. This is
what
<br>
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
<br>
minute would be great.
<br>
Now that some of the viewers are forked to OpenSim, the OS version
could have that option!
<br>
Nick Zwart - 3DLES
<br>
<br>
----- Original Message -----
<br>
*From:* Nebadon Izumi <a class="moz-txt-link-rfc2396E" href="mailto:nebadon2025@gmail.com"><mailto:nebadon2025@gmail.com></a>
<br>
*To:* OpenSim Users Mailing List
<a class="moz-txt-link-rfc2396E" href="mailto:opensim-users@lists.berlios.de"><mailto:opensim-users@lists.berlios.de></a>
<br>
*Sent:* Tuesday, May 14, 2013 11:41 PM
<br>
*Subject:* Re: [Opensim-users] sound files length
<br>
<br>
This is a limit imposed on the viewer mostly to combat copyright
issues in the Linden grid, you could
<br>
theoretically expand that limit if you had a good enough
understanding of the viewer code, there is nothing that
<br>
can be done on the simulator side, as there is no hard limit there,
it will accept whatever the viewer feeds it at
<br>
this time.
<br>
<br>
<br>
On Tue, May 14, 2013 at 11:32 AM, Michel DENIS
<<a class="moz-txt-link-abbreviated" href="mailto:michel.m.denis@gmail.com">michel.m.denis@gmail.com</a>
<a class="moz-txt-link-rfc2396E" href="mailto:michel.m.denis@gmail.com"><mailto:michel.m.denis@gmail.com></a>> wrote:
<br>
<br>
__
<br>
Hello,
<br>
<br>
I need to set up a long and complex voice dialog between 2 bots
(NPCs) but discover the difficulty of doing
<br>
that as it looks that sound files cannot be more than 10
seconds each !?
<br>
Not only the initial set up requires several cuts of each voice
sequence, but there's a complex
<br>
parameterization of scripts, and finally the
maintenance/evolution of the system when dialogs need to be
<br>
changed will be tough.
<br>
<br>
Why this limitation ? Any way of patching to get "free length"
sound files like on other VW platforms ?
<br>
<br>
Thanks in advance for your feedback,
<br>
-michel
<br>
<br>
<br>
<br>
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Michael Emory Cerquoni
<br>
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