Thank you Justin - this is great work !
-michel
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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