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* notice, this list of conditions and the following disclaimer in the
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*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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*/
using System;
using OpenMetaverse;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
public interface ISoundModule
{
///
/// Maximum distance between a sound source and a recipient.
///
float MaxDistance { get; }
///
/// Play a sound from an object.
///
/// Sound asset ID
/// Sound source owner
/// Sound source ID
/// Sound volume
/// Sound source position
/// Sound flags
///
void PlayAttachedSound(UUID soundID, UUID ownerID, UUID objectID,
double gain, Vector3 position, byte flags);
///
/// Trigger a sound in the scene.
///
/// Sound asset ID
/// Sound source owner
/// Sound source ID
/// Sound source parent.
/// Sound volume
/// Sound source position
///
///
/// Radius used to affect gain over distance.
///
void TriggerSound(
UUID soundId, UUID ownerID, UUID objectID, UUID parentID,
double gain, Vector3 position, UInt64 handle);
void TriggerCollisionSound(
UUID soundId, UUID ownerID, UUID objectID, UUID parentID,
double gain, Vector3 position, UInt64 handle);
///
/// Stop sounds eminating from an object.
///
/// Sound source ID
void StopSound(UUID objectID);
void StopSound(SceneObjectPart sop);
///
/// Preload sound to viewers within range.
///
/// Sound source ID
/// Sound asset ID
///
void PreloadSound(UUID objectID, UUID soundID);
void PreloadSound(SceneObjectPart sop, UUID soundID);
///
/// Loop specified sound at specified volume with specified radius,
/// optionally declaring object as new sync master.
///
/// Sound source ID
/// Sound asset ID
/// Sound volume
/// Set object to sync master if true
void LoopSound(UUID objectID, UUID soundID, double gain,
bool isMaster, bool isSlave);
void LoopSound(SceneObjectPart sop, UUID soundID, double gain,
bool isMaster, bool isSlave);
///
/// Trigger or play an attached sound in this part's inventory.
///
/// Sound source ID
/// Sound asset ID
/// Sound volume
/// Triggered or not.
/// Play using sound master
/// Play as sound master
void SendSound(UUID objectID, UUID sound, double volume,
bool triggered, byte flags, bool useMaster,
bool isMaster);
void SendSound(SceneObjectPart sop, UUID sound, double volume,
bool triggered, byte flags, bool useMaster,
bool isMaster);
///
/// Trigger a sound to be played to all agents within an axis-aligned
/// bounding box.
///
/// Sound source ID
/// Sound asset ID
/// Sound volume
/// AABB bottom south-west corner
/// AABB top north-east corner
void TriggerSoundLimited(UUID objectID, UUID sound, double volume,
Vector3 min, Vector3 max);
///
/// Set whether sounds on the given prim should be queued.
///
///
///
void SetSoundQueueing(UUID objectID, bool shouldQueue);
}
}