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/*
* 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);
}
}
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