/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 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); } }