deduplicating code into a single LoopSound method
parent
22693304fb
commit
9df510157e
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@ -248,13 +248,22 @@ namespace OpenSim.Region.CoreModules.World.Sound
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});
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}
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public virtual void LoopSoundMaster(UUID objectID, UUID soundID,
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double volume, double radius)
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// Xantor 20080528 we should do this differently.
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// 1) apply the sound to the object
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// 2) schedule full update
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// just sending the sound out once doesn't work so well when other avatars come in view later on
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// or when the prim gets moved, changed, sat on, whatever
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// see large number of mantises (mantes?)
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// 20080530 Updated to remove code duplication
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// 20080530 Stop sound if there is one, otherwise volume only changes don't work
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public void LoopSound(UUID objectID, UUID soundID,
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double volume, double radius, bool isMaster)
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{
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SceneObjectPart m_host;
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if (!m_scene.TryGetSceneObjectPart(objectID, out m_host))
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return;
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if (isMaster)
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m_host.ParentGroup.LoopSoundMasterPrim = m_host;
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if (m_host.Sound != UUID.Zero)
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@ -86,14 +86,15 @@ namespace OpenSim.Region.Framework.Interfaces
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void PreloadSound(UUID objectID, UUID soundID, float radius);
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/// <summary>
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/// Declare object as new sync master, play specified sound at
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/// specified volume with specified radius.
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/// Loop specified sound at specified volume with specified radius,
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/// optionally declaring object as new sync master.
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/// </summary>
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/// <param name="objectID">Sound source ID</param>
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/// <param name="soundID">Sound asset ID</param>
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/// <param name="gain">Sound volume</param>
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/// <param name="radius">Sound radius</param>
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void LoopSoundMaster(UUID objectID, UUID soundID, double gain,
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double radius);
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/// <param name="isMaster">Set object to sync master if true</param>
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void LoopSound(UUID objectID, UUID soundID, double gain,
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double radius, bool isMaster);
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}
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}
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@ -2370,28 +2370,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.SendSound(KeyOrName(sound).ToString(), volume, false, 0, 0, false, false);
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}
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// Xantor 20080528 we should do this differently.
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// 1) apply the sound to the object
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// 2) schedule full update
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// just sending the sound out once doesn't work so well when other avatars come in view later on
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// or when the prim gets moved, changed, sat on, whatever
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// see large number of mantises (mantes?)
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// 20080530 Updated to remove code duplication
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// 20080530 Stop sound if there is one, otherwise volume only changes don't work
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public void llLoopSound(string sound, double volume)
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{
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m_host.AddScriptLPS(1);
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if (m_host.Sound != UUID.Zero)
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llStopSound();
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m_host.Sound = KeyOrName(sound);
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m_host.SoundGain = volume;
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m_host.SoundFlags = 1; // looping
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m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
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m_host.ScheduleFullUpdate();
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m_host.SendFullUpdateToAllClients();
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if (m_SoundModule != null)
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{
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m_SoundModule.LoopSound(m_host.UUID, KeyOrName(sound),
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volume, 20, false);
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}
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}
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public void llLoopSoundMaster(string sound, double volume)
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@ -2399,8 +2385,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.AddScriptLPS(1);
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if (m_SoundModule != null)
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{
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m_SoundModule.LoopSoundMaster(m_host.UUID, KeyOrName(sound),
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volume, 20);
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m_SoundModule.LoopSound(m_host.UUID, KeyOrName(sound),
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volume, 20, true);
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}
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}
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