documenting ISoundModule methods & fields
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@ -32,11 +32,39 @@ namespace OpenSim.Region.Framework.Interfaces
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{
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{
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public interface ISoundModule
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public interface ISoundModule
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{
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{
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/// <summary>
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/// Maximum distance between a sound source and a recipient.
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/// </summary>
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float MaxDistance { get; }
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float MaxDistance { get; }
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/// <summary>
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/// Play a sound from an object.
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/// </summary>
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/// <param name="soundID">Sound asset ID</param>
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/// <param name="ownerID">Sound source owner</param>
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/// <param name="objectID">Sound source ID</param>
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/// <param name="gain">Sound volume</param>
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/// <param name="position">Sound source position</param>
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/// <param name="flags">Sound flags</param>
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/// <param name="radius">
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/// Radius used to affect gain over distance.
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/// </param>
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void PlayAttachedSound(UUID soundID, UUID ownerID, UUID objectID,
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void PlayAttachedSound(UUID soundID, UUID ownerID, UUID objectID,
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double gain, Vector3 position, byte flags, float radius);
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double gain, Vector3 position, byte flags, float radius);
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/// <summary>
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/// Trigger a sound in the scene.
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/// </summary>
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/// <param name="soundId">Sound asset ID</param>
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/// <param name="ownerID">Sound source owner</param>
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/// <param name="objectID">Sound source ID</param>
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/// <param name="parentID">Sound source parent.</param>
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/// <param name="gain">Sound volume</param>
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/// <param name="position">Sound source position</param>
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/// <param name="handle"></param>
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/// <param name="radius">
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/// Radius used to affect gain over distance.
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/// </param>
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void TriggerSound(
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void TriggerSound(
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UUID soundId, UUID ownerID, UUID objectID, UUID parentID,
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UUID soundId, UUID ownerID, UUID objectID, UUID parentID,
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double gain, Vector3 position, UInt64 handle, float radius);
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double gain, Vector3 position, UInt64 handle, float radius);
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