opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using OpenMetaverse; |
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30 | |||
31 | namespace OpenSim.Region.Framework.Interfaces |
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32 | { |
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33 | public interface ISoundModule |
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34 | { |
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35 | /// <summary> |
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36 | /// Maximum distance between a sound source and a recipient. |
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37 | /// </summary> |
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38 | float MaxDistance { get; } |
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39 | |||
40 | /// <summary> |
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41 | /// Play a sound from an object. |
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42 | /// </summary> |
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43 | /// <param name="soundID">Sound asset ID</param> |
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44 | /// <param name="ownerID">Sound source owner</param> |
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45 | /// <param name="objectID">Sound source ID</param> |
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46 | /// <param name="gain">Sound volume</param> |
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47 | /// <param name="position">Sound source position</param> |
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48 | /// <param name="flags">Sound flags</param> |
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49 | /// <param name="radius"> |
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50 | /// Radius used to affect gain over distance. |
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51 | /// </param> |
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52 | void PlayAttachedSound(UUID soundID, UUID ownerID, UUID objectID, |
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53 | double gain, Vector3 position, byte flags, float radius); |
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54 | |||
55 | /// <summary> |
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56 | /// Trigger a sound in the scene. |
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57 | /// </summary> |
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58 | /// <param name="soundId">Sound asset ID</param> |
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59 | /// <param name="ownerID">Sound source owner</param> |
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60 | /// <param name="objectID">Sound source ID</param> |
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61 | /// <param name="parentID">Sound source parent.</param> |
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62 | /// <param name="gain">Sound volume</param> |
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63 | /// <param name="position">Sound source position</param> |
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64 | /// <param name="handle"></param> |
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65 | /// <param name="radius"> |
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66 | /// Radius used to affect gain over distance. |
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67 | /// </param> |
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68 | void TriggerSound( |
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69 | UUID soundId, UUID ownerID, UUID objectID, UUID parentID, |
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70 | double gain, Vector3 position, UInt64 handle, float radius); |
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71 | |||
72 | /// <summary> |
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73 | /// Stop sounds eminating from an object. |
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74 | /// </summary> |
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75 | /// <param name="objectID">Sound source ID</param> |
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76 | void StopSound(UUID objectID); |
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77 | |||
78 | /// <summary> |
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79 | /// Preload sound to viewers within range. |
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80 | /// </summary> |
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81 | /// <param name="objectID">Sound source ID</param> |
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82 | /// <param name="soundID">Sound asset ID</param> |
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83 | /// <param name="radius"> |
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84 | /// Radius used to determine which viewers should preload the sound. |
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85 | /// </param> |
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86 | void PreloadSound(UUID objectID, UUID soundID, float radius); |
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87 | |||
88 | /// <summary> |
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89 | /// Loop specified sound at specified volume with specified radius, |
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90 | /// optionally declaring object as new sync master. |
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91 | /// </summary> |
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92 | /// <param name="objectID">Sound source ID</param> |
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93 | /// <param name="soundID">Sound asset ID</param> |
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94 | /// <param name="gain">Sound volume</param> |
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95 | /// <param name="radius">Sound radius</param> |
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96 | /// <param name="isMaster">Set object to sync master if true</param> |
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97 | void LoopSound(UUID objectID, UUID soundID, double gain, |
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98 | double radius, bool isMaster); |
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99 | |||
100 | /// <summary> |
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101 | /// Trigger or play an attached sound in this part's inventory. |
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102 | /// </summary> |
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103 | /// <param name="objectID">Sound source ID</param> |
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104 | /// <param name="sound">Sound asset ID</param> |
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105 | /// <param name="volume">Sound volume</param> |
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106 | /// <param name="triggered">Triggered or not.</param> |
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107 | /// <param name="radius">Sound radius</param> |
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108 | /// <param name="useMaster">Play using sound master</param> |
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109 | /// <param name="isMaster">Play as sound master</param> |
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110 | void SendSound(UUID objectID, UUID sound, double volume, |
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111 | bool triggered, byte flags, float radius, bool useMaster, |
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112 | bool isMaster); |
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113 | |||
114 | /// <summary> |
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115 | /// Trigger a sound to be played to all agents within an axis-aligned |
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116 | /// bounding box. |
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117 | /// </summary> |
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118 | /// <param name="objectID">Sound source ID</param> |
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119 | /// <param name="sound">Sound asset ID</param> |
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120 | /// <param name="volume">Sound volume</param> |
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121 | /// <param name="min">AABB bottom south-west corner</param> |
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122 | /// <param name="max">AABB top north-east corner</param> |
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123 | void TriggerSoundLimited(UUID objectID, UUID sound, double volume, |
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124 | Vector3 min, Vector3 max); |
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125 | |||
126 | /// <summary> |
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127 | /// Set whether sounds on the given prim should be queued. |
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128 | /// </summary> |
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129 | /// <param name='objectID'></param> |
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130 | /// <param name='shouldQueue'></param> |
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131 | void SetSoundQueueing(UUID objectID, bool shouldQueue); |
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132 | } |
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133 | } |