deduplicating code into a single LoopSound method

integration
SignpostMarv 2012-10-15 14:28:34 +01:00 committed by Justin Clark-Casey (justincc)
parent 22693304fb
commit 9df510157e
3 changed files with 23 additions and 27 deletions

View File

@ -248,13 +248,22 @@ namespace OpenSim.Region.CoreModules.World.Sound
});
}
public virtual void LoopSoundMaster(UUID objectID, UUID soundID,
double volume, double radius)
// Xantor 20080528 we should do this differently.
// 1) apply the sound to the object
// 2) schedule full update
// just sending the sound out once doesn't work so well when other avatars come in view later on
// or when the prim gets moved, changed, sat on, whatever
// see large number of mantises (mantes?)
// 20080530 Updated to remove code duplication
// 20080530 Stop sound if there is one, otherwise volume only changes don't work
public void LoopSound(UUID objectID, UUID soundID,
double volume, double radius, bool isMaster)
{
SceneObjectPart m_host;
if (!m_scene.TryGetSceneObjectPart(objectID, out m_host))
return;
if (isMaster)
m_host.ParentGroup.LoopSoundMasterPrim = m_host;
if (m_host.Sound != UUID.Zero)

View File

@ -86,14 +86,15 @@ namespace OpenSim.Region.Framework.Interfaces
void PreloadSound(UUID objectID, UUID soundID, float radius);
/// <summary>
/// Declare object as new sync master, play specified sound at
/// specified volume with specified radius.
/// 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>
void LoopSoundMaster(UUID objectID, UUID soundID, double gain,
double radius);
/// <param name="isMaster">Set object to sync master if true</param>
void LoopSound(UUID objectID, UUID soundID, double gain,
double radius, bool isMaster);
}
}

View File

@ -2370,28 +2370,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.SendSound(KeyOrName(sound).ToString(), volume, false, 0, 0, false, false);
}
// Xantor 20080528 we should do this differently.
// 1) apply the sound to the object
// 2) schedule full update
// just sending the sound out once doesn't work so well when other avatars come in view later on
// or when the prim gets moved, changed, sat on, whatever
// see large number of mantises (mantes?)
// 20080530 Updated to remove code duplication
// 20080530 Stop sound if there is one, otherwise volume only changes don't work
public void llLoopSound(string sound, double volume)
{
m_host.AddScriptLPS(1);
if (m_host.Sound != UUID.Zero)
llStopSound();
m_host.Sound = KeyOrName(sound);
m_host.SoundGain = volume;
m_host.SoundFlags = 1; // looping
m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
m_host.ScheduleFullUpdate();
m_host.SendFullUpdateToAllClients();
if (m_SoundModule != null)
{
m_SoundModule.LoopSound(m_host.UUID, KeyOrName(sound),
volume, 20, false);
}
}
public void llLoopSoundMaster(string sound, double volume)
@ -2399,8 +2385,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1);
if (m_SoundModule != null)
{
m_SoundModule.LoopSoundMaster(m_host.UUID, KeyOrName(sound),
volume, 20);
m_SoundModule.LoopSound(m_host.UUID, KeyOrName(sound),
volume, 20, true);
}
}