* Implements Sound on Objects for IObject in MRM
* Method: IObject.Sound.Play(UUID sound, double volume) * More feature-packed API to come soon. (I want a World.Sound with arbitrary positioning)0.6.6-post-fixes
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@ -170,6 +170,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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IObjectPhysics Physics { get; }
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IObjectPhysics Physics { get; }
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IObjectSound Sound { get; }
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/// <summary>
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/// <summary>
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/// Causes the object to speak to its surroundings,
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/// Causes the object to speak to its surroundings,
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@ -0,0 +1,12 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object
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{
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interface IObjectSound
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{
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void Play(UUID soundAsset, double volume);
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}
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}
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@ -38,7 +38,7 @@ using SculptType=OpenSim.Region.OptionalModules.Scripting.Minimodule.Object.Scul
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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{
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class SOPObject : MarshalByRefObject, IObject, IObjectPhysics, IObjectShape
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class SOPObject : MarshalByRefObject, IObject, IObjectPhysics, IObjectShape, IObjectSound
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{
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{
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private readonly Scene m_rootScene;
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private readonly Scene m_rootScene;
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private readonly uint m_localID;
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private readonly uint m_localID;
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@ -637,6 +637,21 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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}
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}
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#endregion
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#region Implementation of IObjectSound
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public IObjectSound Sound
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{
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get { return this; }
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}
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public void Play(UUID asset, double volume)
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{
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GetSOP().SendSound(asset.ToString(), volume, true, 0);
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}
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#endregion
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#endregion
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}
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}
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}
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}
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