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
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