SoundModule.cs 4.0 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using Nini.Config;
  29. using OpenMetaverse;
  30. using OpenSim.Framework;
  31. using OpenSim.Region.Framework.Interfaces;
  32. using OpenSim.Region.Framework.Scenes;
  33. namespace OpenSim.Region.CoreModules.World.Sound
  34. {
  35. public class SoundModule : IRegionModule, ISoundModule
  36. {
  37. //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  38. protected Scene m_scene;
  39. public void Initialise(Scene scene, IConfigSource source)
  40. {
  41. m_scene = scene;
  42. m_scene.EventManager.OnNewClient += OnNewClient;
  43. m_scene.RegisterModuleInterface<ISoundModule>(this);
  44. }
  45. public void PostInitialise() {}
  46. public void Close() {}
  47. public string Name { get { return "Sound Module"; } }
  48. public bool IsSharedModule { get { return false; } }
  49. private void OnNewClient(IClientAPI client)
  50. {
  51. client.OnSoundTrigger += TriggerSound;
  52. }
  53. public virtual void PlayAttachedSound(
  54. UUID soundID, UUID ownerID, UUID objectID, double gain, Vector3 position, byte flags)
  55. {
  56. foreach (ScenePresence p in m_scene.GetAvatars())
  57. {
  58. double dis = Util.GetDistanceTo(p.AbsolutePosition, position);
  59. if (dis > 100.0) // Max audio distance
  60. continue;
  61. // Scale by distance
  62. gain = (float)((double)gain*((100.0 - dis) / 100.0));
  63. p.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, (float)gain, flags);
  64. }
  65. }
  66. public virtual void TriggerSound(
  67. UUID soundId, UUID ownerID, UUID objectID, UUID parentID, double gain, Vector3 position, UInt64 handle)
  68. {
  69. foreach (ScenePresence p in m_scene.GetAvatars())
  70. {
  71. double dis = Util.GetDistanceTo(p.AbsolutePosition, position);
  72. if (dis > 100.0) // Max audio distance
  73. continue;
  74. // Scale by distance
  75. gain = (float)((double)gain*((100.0 - dis) / 100.0));
  76. p.ControllingClient.SendTriggeredSound(
  77. soundId, ownerID, objectID, parentID, handle, position, (float)gain);
  78. }
  79. }
  80. }
  81. }