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authorMelanie2012-06-07 17:59:38 +0200
committerMelanie2012-06-07 17:59:38 +0200
commit64aefe9c28fd5ceb9c92b4069d7915d6b77356fa (patch)
tree5cb7d5222aa454497026247d7278ef35275bf069
parentSet collision sound type so custom sound types are recognized (diff)
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Disable default collision sounds until they can be uploaded, but enable custom ones
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs111
1 files changed, 56 insertions, 55 deletions
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
index de82ddc..d72cf41 100644
--- a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -188,9 +188,6 @@ namespace OpenSim.Region.Framework.Scenes
188 188
189 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist) 189 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
190 { 190 {
191 // disable for now
192 return;
193
194 if (collidersinfolist.Count == 0 || part == null) 191 if (collidersinfolist.Count == 0 || part == null)
195 return; 192 return;
196 193
@@ -238,17 +235,19 @@ namespace OpenSim.Region.Framework.Scenes
238 { 235 {
239 if (!HaveSound) 236 if (!HaveSound)
240 { 237 {
241 volume = Math.Abs(colInfo.relativeVel); 238// TODO: Import real collision sounds and uncomment this
242 if (volume < 0.2f) 239// volume = Math.Abs(colInfo.relativeVel);
243 continue; 240// if (volume < 0.2f)
244 241// continue;
245 volume *= volume * .0625f; // 4m/s == full volume 242//
246 if (volume > 1.0f) 243// volume *= volume * .0625f; // 4m/s == full volume
247 volume = 1.0f; 244// if (volume > 1.0f)
248 245// volume = 1.0f;
249 soundID = m_TerrainPart[thisMaterial]; 246//
247// soundID = m_TerrainPart[thisMaterial];
250 } 248 }
251 part.SendCollisionSound(soundID, volume, colInfo.position); 249 else // Remove this else when uncommenting the above
250 part.SendCollisionSound(soundID, volume, colInfo.position);
252 doneownsound = true; 251 doneownsound = true;
253 } 252 }
254 continue; 253 continue;
@@ -269,40 +268,41 @@ namespace OpenSim.Region.Framework.Scenes
269 if (volume == 0.0f) 268 if (volume == 0.0f)
270 continue; 269 continue;
271 } 270 }
271// TODO: Import real collision sounds and uncomment this
272// else
273// {
274// volume = Math.Abs(colInfo.relativeVel);
275// if (volume < 0.2f)
276// continue;
277//
278// volume *= volume * .0625f; // 4m/s == full volume
279// if (volume > 1.0f)
280// volume = 1.0f;
281//
282// int otherMaterial = (int)otherPart.Material;
283// if (otherMaterial >= MaxMaterials)
284// otherMaterial = 3;
285//
286// soundID = m_PartPart[thisMatScaled + otherMaterial];
287// }
288 }
289
290 if (soundID != UUID.Zero) // Remove when sounds are there
291 { // Remove when sounds are there
292 if (doneownsound)
293 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
272 else 294 else
273 { 295 {
274 volume = Math.Abs(colInfo.relativeVel); 296 part.SendCollisionSound(soundID, volume, colInfo.position);
275 if (volume < 0.2f) 297 doneownsound = true;
276 continue;
277
278 volume *= volume * .0625f; // 4m/s == full volume
279 if (volume > 1.0f)
280 volume = 1.0f;
281
282 int otherMaterial = (int)otherPart.Material;
283 if (otherMaterial >= MaxMaterials)
284 otherMaterial = 3;
285
286 soundID = m_PartPart[thisMatScaled + otherMaterial];
287 } 298 }
288 } 299 } // Remove when sounds are there
289
290 if (doneownsound)
291 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
292 else
293 {
294 part.SendCollisionSound(soundID, volume, colInfo.position);
295 doneownsound = true;
296 }
297 } 300 }
298 } 301 }
299 } 302 }
300 303
301 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist) 304 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
302 { 305 {
303 // disable for now
304 return;
305
306 if (collidersinfolist.Count == 0 || av == null) 306 if (collidersinfolist.Count == 0 || av == null)
307 return; 307 return;
308 308
@@ -341,22 +341,23 @@ namespace OpenSim.Region.Framework.Scenes
341 continue; 341 continue;
342 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f) 342 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
343 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position); 343 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
344 else 344//TODO: uncomment below when sounds are uploaded
345 { 345// else
346 volume = Math.Abs(colInfo.relativeVel); 346// {
347 if (volume < 0.2f) 347// volume = Math.Abs(colInfo.relativeVel);
348 continue; 348// if (volume < 0.2f)
349 349// continue;
350 volume *= volume * .0625f; // 4m/s == full volume 350//
351 if (volume > 1.0f) 351// volume *= volume * .0625f; // 4m/s == full volume
352 volume = 1.0f; 352// if (volume > 1.0f)
353 otherMaterial = (int)otherPart.Material; 353// volume = 1.0f;
354 if (otherMaterial >= MaxMaterials) 354// otherMaterial = (int)otherPart.Material;
355 otherMaterial = 3; 355// if (otherMaterial >= MaxMaterials)
356 356// otherMaterial = 3;
357 soundID = m_PartPart[thisMatScaled + otherMaterial]; 357//
358 otherPart.SendCollisionSound(soundID, volume, colInfo.position); 358// soundID = m_PartPart[thisMatScaled + otherMaterial];
359 } 359// otherPart.SendCollisionSound(soundID, volume, colInfo.position);
360// }
360 continue; 361 continue;
361 } 362 }
362/* 363/*
@@ -374,4 +375,4 @@ namespace OpenSim.Region.Framework.Scenes
374 } 375 }
375 } 376 }
376 } 377 }
377} \ No newline at end of file 378}