trigger collision sounds on active agent position for better spatial effect without using the detailed collision position. (current error will be half max physical prim size). Moved some checks from sop to collisionSound code
parent
e4231e95a9
commit
6af78836a5
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@ -130,7 +130,7 @@ namespace OpenSim.Region.Framework.Scenes
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if(Colliders.Count == 0 || part == null)
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if(Colliders.Count == 0 || part == null)
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return;
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return;
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if ((part.Flags & PrimFlags.Physics) == 0) // let only active prims trigger sounds
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if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
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return;
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return;
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if (part.ParentGroup == null)
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if (part.ParentGroup == null)
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@ -142,6 +142,15 @@ namespace OpenSim.Region.Framework.Scenes
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UUID soundID;
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UUID soundID;
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int otherMaterial;
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int otherMaterial;
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Vector3 position = part.AbsolutePosition;
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if (part.CollisionSound != UUID.Zero)
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{
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if (part.CollisionSoundVolume > 0.0f)
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part.SendCollisionSound(part.CollisionSound, part.CollisionSoundVolume, position);
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return;
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}
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int thisMaterial = (int) part.Material;
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int thisMaterial = (int) part.Material;
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if (thisMaterial >= MaxMaterials)
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if (thisMaterial >= MaxMaterials)
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thisMaterial = 3;
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thisMaterial = 3;
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@ -158,7 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!doneownsound)
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if (!doneownsound)
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{
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{
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soundID = m_TerrainPart[thisMaterial];
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soundID = m_TerrainPart[thisMaterial];
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part.SendCollisionSound(soundID, 1.0);
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part.SendCollisionSound(soundID, 1.0, position);
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doneownsound = true;
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doneownsound = true;
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}
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}
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continue;
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continue;
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@ -170,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (otherPart.CollisionSound == part.invalidCollisionSoundUUID || otherPart.VolumeDetectActive)
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if (otherPart.CollisionSound == part.invalidCollisionSoundUUID || otherPart.VolumeDetectActive)
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continue;
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continue;
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if (otherPart.CollisionSound != UUID.Zero)
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if (otherPart.CollisionSound != UUID.Zero)
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otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume);
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otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, position);
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else
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else
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{
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{
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otherMaterial = (int)otherPart.Material;
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otherMaterial = (int)otherPart.Material;
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@ -179,10 +188,10 @@ namespace OpenSim.Region.Framework.Scenes
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index = thisMatScaled + otherMaterial;
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index = thisMatScaled + otherMaterial;
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soundID = m_PartPart[index];
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soundID = m_PartPart[index];
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if (doneownsound)
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if (doneownsound)
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otherPart.SendCollisionSound(soundID, 1.0);
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otherPart.SendCollisionSound(soundID, 1.0, position);
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else
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else
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{
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{
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part.SendCollisionSound(soundID, 1.0);
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part.SendCollisionSound(soundID, 1.0, position);
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doneownsound = true;
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doneownsound = true;
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}
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}
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}
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}
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@ -217,6 +226,8 @@ namespace OpenSim.Region.Framework.Scenes
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int index;
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int index;
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// bool doneownsound = false;
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// bool doneownsound = false;
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Vector3 position = av.AbsolutePosition;
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foreach (uint Id in Colliders)
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foreach (uint Id in Colliders)
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{
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{
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if (Id == 0)
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if (Id == 0)
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@ -230,7 +241,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (otherPart.CollisionSound == otherPart.invalidCollisionSoundUUID)
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if (otherPart.CollisionSound == otherPart.invalidCollisionSoundUUID)
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continue;
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continue;
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if (otherPart.CollisionSound != UUID.Zero)
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if (otherPart.CollisionSound != UUID.Zero)
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otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume);
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otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, position);
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else
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else
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{
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{
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otherMaterial = (int)otherPart.Material;
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otherMaterial = (int)otherPart.Material;
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@ -238,7 +249,7 @@ namespace OpenSim.Region.Framework.Scenes
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otherMaterial = 3;
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otherMaterial = 3;
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index = thisMatScaled + otherMaterial;
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index = thisMatScaled + otherMaterial;
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soundID = m_PartPart[index];
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soundID = m_PartPart[index];
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otherPart.SendCollisionSound(soundID, 1.0);
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otherPart.SendCollisionSound(soundID, 1.0, position);
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}
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}
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}
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}
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/*
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/*
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@ -2632,7 +2632,6 @@ namespace OpenSim.Region.Framework.Scenes
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else
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else
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{
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{
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// calculate things that started colliding this time
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// calculate things that started colliding this time
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// and build up list of colliders this time
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// and build up list of colliders this time
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foreach (uint localid in collissionswith.Keys)
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foreach (uint localid in collissionswith.Keys)
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@ -2657,22 +2656,13 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (uint localID in endedColliders)
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foreach (uint localID in endedColliders)
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m_lastColliders.Remove(localID);
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m_lastColliders.Remove(localID);
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}
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}
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// play the sound.
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// play the sound.
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bool IsNotVolumeDtc = !VolumeDetectActive;
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bool IsNotVolumeDtc = !VolumeDetectActive;
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if (IsNotVolumeDtc && startedColliders.Count > 0 && CollisionSound != invalidCollisionSoundUUID)
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if (IsNotVolumeDtc && startedColliders.Count > 0 && CollisionSound != invalidCollisionSoundUUID)
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{
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if (CollisionSound != UUID.Zero)
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{
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if (CollisionSoundVolume > 0.0f)
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SendCollisionSound(CollisionSound, CollisionSoundVolume);
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}
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else
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{
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CollisionSounds.PartCollisionSound(this, startedColliders);
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CollisionSounds.PartCollisionSound(this, startedColliders);
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}
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}
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SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
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SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
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if (IsNotVolumeDtc)
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if (IsNotVolumeDtc)
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@ -3206,12 +3196,11 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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public void SendCollisionSound(UUID soundID, double volume)
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public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
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{
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{
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if (soundID == UUID.Zero)
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if (soundID == UUID.Zero)
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return;
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return;
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ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
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ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
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if (soundModule == null)
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if (soundModule == null)
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return;
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return;
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@ -3230,10 +3219,9 @@ namespace OpenSim.Region.Framework.Scenes
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UUID ownerID = OwnerID;
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UUID ownerID = OwnerID;
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UUID objectID = ParentGroup.RootPart.UUID;
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UUID objectID = ParentGroup.RootPart.UUID;
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UUID parentID = ParentGroup.UUID;
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UUID parentID = ParentGroup.UUID;
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Vector3 position = AbsolutePosition; // region local
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ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
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ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
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soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0);
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soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
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}
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}
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