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: [email protected] <mailto:[email protected]>
skype: tom.willans
Second Life and OSGrid: Tom Tiros



Sent from my iPad

On 15 May 2013, at 09:04, "Nick Zwart - 3DLES" <[email protected] <mailto:[email protected]>> 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:[email protected]>
    *To:* OpenSim Users Mailing List
    <mailto:[email protected]>
    *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
    <[email protected] <mailto:[email protected]>> 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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