From b42cfe49a2f4e95687eb76381ed911515ef2e3b2 Mon Sep 17 00:00:00 2001
From: SignpostMarv
Date: Fri, 5 Oct 2012 14:37:01 +0100
Subject: Replacing double-if block in SceneObjectPart.SendSound with Util.Clip
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 5 +----
1 file changed, 1 insertion(+), 4 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 27ef4c9..a539eff 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2684,10 +2684,7 @@ namespace OpenSim.Region.Framework.Scenes
///
public void SendSound(string sound, double volume, bool triggered, byte flags, float radius, bool useMaster, bool isMaster)
{
- if (volume > 1)
- volume = 1;
- if (volume < 0)
- volume = 0;
+ volume = Util.Clip((float)volume, 0, 1);
UUID ownerID = OwnerID;
UUID objectID = ParentGroup.RootPart.UUID;
--
cgit v1.1
From f4fe8763ad4f4cb85ff38eb65f1138baee74ece1 Mon Sep 17 00:00:00 2001
From: SignpostMarv
Date: Fri, 5 Oct 2012 14:37:55 +0100
Subject: Changing the logic order in the TaskInventory iterator of
ScenObjectPart.SendSound, since we can currently have non-unique object
inventory names so we should check the asset type first.
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a539eff..681feea 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2701,7 +2701,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (KeyValuePair item in TaskInventory)
{
- if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
+ if (item.Value.Type == (int)AssetType.Sound && item.Value.Name == sound)
{
soundID = item.Value.ItemID;
break;
--
cgit v1.1
From 32db725dd770a52d02f86cf8a1274f68178d6844 Mon Sep 17 00:00:00 2001
From: SignpostMarv
Date: Fri, 5 Oct 2012 14:39:06 +0100
Subject: SceneObjectPart.SendSound can exit early if a sound module was not
found.
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 681feea..3a39da0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2684,6 +2684,10 @@ namespace OpenSim.Region.Framework.Scenes
///
public void SendSound(string sound, double volume, bool triggered, byte flags, float radius, bool useMaster, bool isMaster)
{
+ ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface();
+ if(soundModule == null)
+ return;
+
volume = Util.Clip((float)volume, 0, 1);
UUID ownerID = OwnerID;
@@ -2713,9 +2717,6 @@ namespace OpenSim.Region.Framework.Scenes
if (soundID == UUID.Zero)
return;
- ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface();
- if (soundModule != null)
- {
if (useMaster)
{
if (isMaster)
@@ -2761,7 +2762,6 @@ namespace OpenSim.Region.Framework.Scenes
else
soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
}
- }
}
///
--
cgit v1.1
From 1c618843b836c4e9ad8ae685d2f49836e32d8b08 Mon Sep 17 00:00:00 2001
From: SignpostMarv
Date: Fri, 5 Oct 2012 14:39:23 +0100
Subject: formatting changes to SceneObjectPart.SendSound; consistent
indentation
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 68 +++++++++++-----------
1 file changed, 34 insertions(+), 34 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 3a39da0..b333a1a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2717,51 +2717,51 @@ namespace OpenSim.Region.Framework.Scenes
if (soundID == UUID.Zero)
return;
- if (useMaster)
+ if (useMaster)
+ {
+ if (isMaster)
{
- if (isMaster)
+ if (triggered)
+ soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
+ else
+ soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
+ ParentGroup.PlaySoundMasterPrim = this;
+ ownerID = OwnerID;
+ objectID = ParentGroup.RootPart.UUID;
+ parentID = ParentGroup.UUID;
+ position = AbsolutePosition; // region local
+ regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
+ if (triggered)
+ soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
+ else
+ soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
+ foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
{
+ ownerID = prim.OwnerID;
+ objectID = prim.ParentGroup.RootPart.UUID;
+ parentID = prim.ParentGroup.UUID;
+ position = prim.AbsolutePosition; // region local
+ regionHandle = prim.ParentGroup.Scene.RegionInfo.RegionHandle;
if (triggered)
soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
else
soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
- ParentGroup.PlaySoundMasterPrim = this;
- ownerID = OwnerID;
- objectID = ParentGroup.RootPart.UUID;
- parentID = ParentGroup.UUID;
- position = AbsolutePosition; // region local
- regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
- if (triggered)
- soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
- else
- soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
- foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
- {
- ownerID = prim.OwnerID;
- objectID = prim.ParentGroup.RootPart.UUID;
- parentID = prim.ParentGroup.UUID;
- position = prim.AbsolutePosition; // region local
- regionHandle = prim.ParentGroup.Scene.RegionInfo.RegionHandle;
- if (triggered)
- soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
- else
- soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
- }
- ParentGroup.PlaySoundSlavePrims.Clear();
- ParentGroup.PlaySoundMasterPrim = null;
- }
- else
- {
- ParentGroup.PlaySoundSlavePrims.Add(this);
}
+ ParentGroup.PlaySoundSlavePrims.Clear();
+ ParentGroup.PlaySoundMasterPrim = null;
}
else
{
- if (triggered)
- soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
- else
- soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
+ ParentGroup.PlaySoundSlavePrims.Add(this);
}
+ }
+ else
+ {
+ if (triggered)
+ soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
+ else
+ soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
+ }
}
///
--
cgit v1.1
From a68e2fe1692a7611c58f774ac5b94c4298343433 Mon Sep 17 00:00:00 2001
From: SignpostMarv
Date: Fri, 5 Oct 2012 15:16:30 +0100
Subject: transposing preload sound onto sound module
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 31 ----------------------
1 file changed, 31 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index b333a1a..48615de 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2287,37 +2287,6 @@ namespace OpenSim.Region.Framework.Scenes
ScheduleTerseUpdate();
}
- public void PreloadSound(string sound)
- {
- // UUID ownerID = OwnerID;
- UUID objectID = ParentGroup.RootPart.UUID;
- UUID soundID = UUID.Zero;
-
- if (!UUID.TryParse(sound, out soundID))
- {
- //Trys to fetch sound id from prim's inventory.
- //Prim's inventory doesn't support non script items yet
-
- lock (TaskInventory)
- {
- foreach (KeyValuePair item in TaskInventory)
- {
- if (item.Value.Name == sound)
- {
- soundID = item.Value.ItemID;
- break;
- }
- }
- }
- }
-
- ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
- {
- if (!(Util.GetDistanceTo(sp.AbsolutePosition, AbsolutePosition) >= 100))
- sp.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);
- });
- }
-
public void RemFlag(PrimFlags flag)
{
// PrimFlags prevflag = Flags;
--
cgit v1.1
From 22693304fb3cfbb8d073c48affd2e56453dd2b2f Mon Sep 17 00:00:00 2001
From: SignpostMarv
Date: Mon, 15 Oct 2012 14:05:17 +0100
Subject: removing superfluous lines from SceneObjectPart.SendSound
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 8 --------
1 file changed, 8 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 48615de..681c725 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2695,11 +2695,6 @@ namespace OpenSim.Region.Framework.Scenes
else
soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
ParentGroup.PlaySoundMasterPrim = this;
- ownerID = OwnerID;
- objectID = ParentGroup.RootPart.UUID;
- parentID = ParentGroup.UUID;
- position = AbsolutePosition; // region local
- regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
if (triggered)
soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
else
@@ -2707,10 +2702,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
{
ownerID = prim.OwnerID;
- objectID = prim.ParentGroup.RootPart.UUID;
- parentID = prim.ParentGroup.UUID;
position = prim.AbsolutePosition; // region local
- regionHandle = prim.ParentGroup.Scene.RegionInfo.RegionHandle;
if (triggered)
soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
else
--
cgit v1.1
From 57940087d125cf817d1d2492145dc224439434ad Mon Sep 17 00:00:00 2001
From: SignpostMarv
Date: Mon, 15 Oct 2012 15:09:45 +0100
Subject: Factoring out a superfluous local variable & repeated assignment in
SceneObjectPart.SendSound as linksets are only meant to have a single owner
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 18 ++++++++----------
1 file changed, 8 insertions(+), 10 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 681c725..240cfa5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2659,7 +2659,6 @@ namespace OpenSim.Region.Framework.Scenes
volume = Util.Clip((float)volume, 0, 1);
- UUID ownerID = OwnerID;
UUID objectID = ParentGroup.RootPart.UUID;
UUID parentID = ParentGroup.UUID;
@@ -2691,22 +2690,21 @@ namespace OpenSim.Region.Framework.Scenes
if (isMaster)
{
if (triggered)
- soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
+ soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
else
- soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
+ soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
ParentGroup.PlaySoundMasterPrim = this;
if (triggered)
- soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
+ soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
else
- soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
+ soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
{
- ownerID = prim.OwnerID;
position = prim.AbsolutePosition; // region local
if (triggered)
- soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
+ soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
else
- soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
+ soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
}
ParentGroup.PlaySoundSlavePrims.Clear();
ParentGroup.PlaySoundMasterPrim = null;
@@ -2719,9 +2717,9 @@ namespace OpenSim.Region.Framework.Scenes
else
{
if (triggered)
- soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
+ soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
else
- soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
+ soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
}
}
--
cgit v1.1
From af39af1cc407b88d6d2838acff09de77d4a4335d Mon Sep 17 00:00:00 2001
From: SignpostMarv
Date: Mon, 15 Oct 2012 16:11:26 +0100
Subject: fixing a bug in SceneObjectPart.SendSound where sounds would always
come from the root prim rather than the source prim
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 17 ++++++++---------
1 file changed, 8 insertions(+), 9 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 240cfa5..5da4207 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2659,7 +2659,6 @@ namespace OpenSim.Region.Framework.Scenes
volume = Util.Clip((float)volume, 0, 1);
- UUID objectID = ParentGroup.RootPart.UUID;
UUID parentID = ParentGroup.UUID;
UUID soundID = UUID.Zero;
@@ -2690,21 +2689,21 @@ namespace OpenSim.Region.Framework.Scenes
if (isMaster)
{
if (triggered)
- soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
+ soundModule.TriggerSound(soundID, OwnerID, UUID, parentID, volume, position, regionHandle, radius);
else
- soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
+ soundModule.PlayAttachedSound(soundID, OwnerID, UUID, volume, position, flags, radius);
ParentGroup.PlaySoundMasterPrim = this;
if (triggered)
- soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
+ soundModule.TriggerSound(soundID, OwnerID, UUID, parentID, volume, position, regionHandle, radius);
else
- soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
+ soundModule.PlayAttachedSound(soundID, OwnerID, UUID, volume, position, flags, radius);
foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
{
position = prim.AbsolutePosition; // region local
if (triggered)
- soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
+ soundModule.TriggerSound(soundID, OwnerID, prim.UUID, parentID, volume, position, regionHandle, radius);
else
- soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
+ soundModule.PlayAttachedSound(soundID, OwnerID, prim.UUID, volume, position, flags, radius);
}
ParentGroup.PlaySoundSlavePrims.Clear();
ParentGroup.PlaySoundMasterPrim = null;
@@ -2717,9 +2716,9 @@ namespace OpenSim.Region.Framework.Scenes
else
{
if (triggered)
- soundModule.TriggerSound(soundID, OwnerID, objectID, parentID, volume, position, regionHandle, radius);
+ soundModule.TriggerSound(soundID, OwnerID, UUID, parentID, volume, position, regionHandle, radius);
else
- soundModule.PlayAttachedSound(soundID, OwnerID, objectID, volume, position, flags, radius);
+ soundModule.PlayAttachedSound(soundID, OwnerID, UUID, volume, position, flags, radius);
}
}
--
cgit v1.1
From 5abcecc7356bf58c479a7cff86581131a6ab3c9e Mon Sep 17 00:00:00 2001
From: SignpostMarv
Date: Tue, 16 Oct 2012 12:24:33 +0100
Subject: moving SendSound from SceneObjectPart to ISoundModule
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 88 +++-------------------
1 file changed, 9 insertions(+), 79 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 5da4207..cbb92b2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2239,7 +2239,15 @@ namespace OpenSim.Region.Framework.Scenes
// play the sound.
if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
- SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false);
+ {
+ ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface();
+ if (soundModule != null)
+ {
+ soundModule.SendSound(UUID, CollisionSound.ToString(),
+ CollisionSoundVolume, true, (byte)0, 0, false,
+ false);
+ }
+ }
SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
@@ -2645,84 +2653,6 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- /// Trigger or play an attached sound in this part's inventory.
- ///
- ///
- ///
- ///
- ///
- public void SendSound(string sound, double volume, bool triggered, byte flags, float radius, bool useMaster, bool isMaster)
- {
- ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface();
- if(soundModule == null)
- return;
-
- volume = Util.Clip((float)volume, 0, 1);
-
- UUID parentID = ParentGroup.UUID;
-
- UUID soundID = UUID.Zero;
- Vector3 position = AbsolutePosition; // region local
- ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
-
- if (!UUID.TryParse(sound, out soundID))
- {
- // search sound file from inventory
- lock (TaskInventory)
- {
- foreach (KeyValuePair item in TaskInventory)
- {
- if (item.Value.Type == (int)AssetType.Sound && item.Value.Name == sound)
- {
- soundID = item.Value.ItemID;
- break;
- }
- }
- }
- }
-
- if (soundID == UUID.Zero)
- return;
-
- if (useMaster)
- {
- if (isMaster)
- {
- if (triggered)
- soundModule.TriggerSound(soundID, OwnerID, UUID, parentID, volume, position, regionHandle, radius);
- else
- soundModule.PlayAttachedSound(soundID, OwnerID, UUID, volume, position, flags, radius);
- ParentGroup.PlaySoundMasterPrim = this;
- if (triggered)
- soundModule.TriggerSound(soundID, OwnerID, UUID, parentID, volume, position, regionHandle, radius);
- else
- soundModule.PlayAttachedSound(soundID, OwnerID, UUID, volume, position, flags, radius);
- foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
- {
- position = prim.AbsolutePosition; // region local
- if (triggered)
- soundModule.TriggerSound(soundID, OwnerID, prim.UUID, parentID, volume, position, regionHandle, radius);
- else
- soundModule.PlayAttachedSound(soundID, OwnerID, prim.UUID, volume, position, flags, radius);
- }
- ParentGroup.PlaySoundSlavePrims.Clear();
- ParentGroup.PlaySoundMasterPrim = null;
- }
- else
- {
- ParentGroup.PlaySoundSlavePrims.Add(this);
- }
- }
- else
- {
- if (triggered)
- soundModule.TriggerSound(soundID, OwnerID, UUID, parentID, volume, position, regionHandle, radius);
- else
- soundModule.PlayAttachedSound(soundID, OwnerID, UUID, volume, position, flags, radius);
- }
- }
-
- ///
/// Send a terse update to all clients
///
public void SendTerseUpdateToAllClients()
--
cgit v1.1
From c5af16aef82e2bdf2f4d877a231180e00a8893a6 Mon Sep 17 00:00:00 2001
From: SignpostMarv
Date: Tue, 16 Oct 2012 12:40:21 +0100
Subject: shuffling code around so that the interface for
ISoundModule.SendSound() specifies a UUID rather than a string
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index cbb92b2..f79ac96 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2243,7 +2243,7 @@ namespace OpenSim.Region.Framework.Scenes
ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface();
if (soundModule != null)
{
- soundModule.SendSound(UUID, CollisionSound.ToString(),
+ soundModule.SendSound(UUID, CollisionSound,
CollisionSoundVolume, true, (byte)0, 0, false,
false);
}
--
cgit v1.1