SoundModule.cs 4.4 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, float radius)
  55. {
  56. m_scene.ForEachScenePresence(delegate(ScenePresence sp)
  57. {
  58. if (sp.IsChildAgent)
  59. return;
  60. double dis = Util.GetDistanceTo(sp.AbsolutePosition, position);
  61. if (dis > 100.0) // Max audio distance
  62. return;
  63. // Scale by distance
  64. if (radius == 0)
  65. gain = (float)((double)gain * ((100.0 - dis) / 100.0));
  66. else
  67. gain = (float)((double)gain * ((radius - dis) / radius));
  68. sp.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, (float)gain, flags);
  69. });
  70. }
  71. public virtual void TriggerSound(
  72. UUID soundId, UUID ownerID, UUID objectID, UUID parentID, double gain, Vector3 position, UInt64 handle, float radius)
  73. {
  74. m_scene.ForEachScenePresence(delegate(ScenePresence sp)
  75. {
  76. if (sp.IsChildAgent)
  77. return;
  78. double dis = Util.GetDistanceTo(sp.AbsolutePosition, position);
  79. if (dis > 100.0) // Max audio distance
  80. return;
  81. // Scale by distance
  82. if (radius == 0)
  83. gain = (float)((double)gain * ((100.0 - dis) / 100.0));
  84. else
  85. gain = (float)((double)gain * ((radius - dis) / radius));
  86. sp.ControllingClient.SendTriggeredSound(
  87. soundId, ownerID, objectID, parentID, handle, position, (float)gain);
  88. });
  89. }
  90. }
  91. }