133 lines
6.0 KiB
C#
133 lines
6.0 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public interface ISoundModule
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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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/// <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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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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UUID soundId, UUID ownerID, UUID objectID, UUID parentID,
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double gain, Vector3 position, UInt64 handle, float radius);
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/// <summary>
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/// Stop sounds eminating from an object.
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/// </summary>
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/// <param name="objectID">Sound source ID</param>
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void StopSound(UUID objectID);
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/// <summary>
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/// Preload sound to viewers within range.
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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="radius">
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/// Radius used to determine which viewers should preload the sound.
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/// </param>
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void PreloadSound(UUID objectID, UUID soundID, float radius);
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/// <summary>
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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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/// <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, bool isSlave);
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/// <summary>
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/// Trigger or play an attached sound in this part's inventory.
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/// </summary>
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/// <param name="objectID">Sound source ID</param>
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/// <param name="sound">Sound asset ID</param>
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/// <param name="volume">Sound volume</param>
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/// <param name="triggered">Triggered or not.</param>
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/// <param name="radius">Sound radius</param>
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/// <param name="useMaster">Play using sound master</param>
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/// <param name="isMaster">Play as sound master</param>
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void SendSound(UUID objectID, UUID sound, double volume,
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bool triggered, byte flags, float radius, bool useMaster,
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bool isMaster);
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/// <summary>
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/// Trigger a sound to be played to all agents within an axis-aligned
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/// bounding box.
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/// </summary>
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/// <param name="objectID">Sound source ID</param>
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/// <param name="sound">Sound asset ID</param>
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/// <param name="volume">Sound volume</param>
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/// <param name="min">AABB bottom south-west corner</param>
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/// <param name="max">AABB top north-east corner</param>
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void TriggerSoundLimited(UUID objectID, UUID sound, double volume,
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Vector3 min, Vector3 max);
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/// <summary>
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/// Set whether sounds on the given prim should be queued.
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/// </summary>
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/// <param name='objectID'></param>
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/// <param name='shouldQueue'></param>
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void SetSoundQueueing(UUID objectID, bool shouldQueue);
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}
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} |