Hehe, now that is the kind of quick fix and reply that I love to tell friends about since no way does SL beat this kind of error reporting and fixing so quickly. Thanks again Justin, we all love your work.

InuYasha


On 5/22/2013 3:12 PM, Justin Clark-Casey wrote:
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.

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.

On 15/05/13 10:28, Tom Willans wrote:
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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    Michael Emory Cerquoni

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