/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using OpenMetaverse; namespace OpenSim.Region.Framework.Interfaces { public interface ISoundModule { /// <summary> /// Maximum distance between a sound source and a recipient. /// </summary> float MaxDistance { get; } /// <summary> /// Play a sound from an object. /// </summary> /// <param name="soundID">Sound asset ID</param> /// <param name="ownerID">Sound source owner</param> /// <param name="objectID">Sound source ID</param> /// <param name="gain">Sound volume</param> /// <param name="position">Sound source position</param> /// <param name="flags">Sound flags</param> /// <param name="radius"> /// Radius used to affect gain over distance. /// </param> void PlayAttachedSound(UUID soundID, UUID ownerID, UUID objectID, double gain, Vector3 position, byte flags, float radius); /// <summary> /// Trigger a sound in the scene. /// </summary> /// <param name="soundId">Sound asset ID</param> /// <param name="ownerID">Sound source owner</param> /// <param name="objectID">Sound source ID</param> /// <param name="parentID">Sound source parent.</param> /// <param name="gain">Sound volume</param> /// <param name="position">Sound source position</param> /// <param name="handle"></param> /// <param name="radius"> /// Radius used to affect gain over distance. /// </param> void TriggerSound( UUID soundId, UUID ownerID, UUID objectID, UUID parentID, double gain, Vector3 position, UInt64 handle, float radius); /// <summary> /// Stop sounds eminating from an object. /// </summary> /// <param name="objectID">Sound source ID</param> void StopSound(UUID objectID); /// <summary> /// Preload sound to viewers within range. /// </summary> /// <param name="objectID">Sound source ID</param> /// <param name="soundID">Sound asset ID</param> /// <param name="radius"> /// Radius used to determine which viewers should preload the sound. /// </param> void PreloadSound(UUID objectID, UUID soundID, float radius); /// <summary> /// Loop specified sound at specified volume with specified radius, /// optionally declaring object as new sync master. /// </summary> /// <param name="objectID">Sound source ID</param> /// <param name="soundID">Sound asset ID</param> /// <param name="gain">Sound volume</param> /// <param name="radius">Sound radius</param> /// <param name="isMaster">Set object to sync master if true</param> void LoopSound(UUID objectID, UUID soundID, double gain, double radius, bool isMaster); /// <summary> /// Trigger or play an attached sound in this part's inventory. /// </summary> /// <param name="objectID">Sound source ID</param> /// <param name="sound">Sound asset ID</param> /// <param name="volume">Sound volume</param> /// <param name="triggered">Triggered or not.</param> /// <param name="radius">Sound radius</param> /// <param name="useMaster">Play using sound master</param> /// <param name="isMaster">Play as sound master</param> void SendSound(UUID objectID, UUID sound, double volume, bool triggered, byte flags, float radius, bool useMaster, bool isMaster); /// <summary> /// Trigger a sound to be played to all agents within an axis-aligned /// bounding box. /// </summary> /// <param name="objectID">Sound source ID</param> /// <param name="sound">Sound asset ID</param> /// <param name="volume">Sound volume</param> /// <param name="min">AABB bottom south-west corner</param> /// <param name="max">AABB top north-east corner</param> void TriggerSoundLimited(UUID objectID, UUID sound, double volume, Vector3 min, Vector3 max); /// <summary> /// Set whether sounds on the given prim should be queued. /// </summary> /// <param name='objectID'></param> /// <param name='shouldQueue'></param> void SetSoundQueueing(UUID objectID, bool shouldQueue); } }