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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