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- /*
- * 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
- {
- /// <summary>
- /// Maximum distance between a sound source and a recipient.
- /// </summary>
- float MaxDistance { get; }
- /// <summary>
- /// Play a sound from an object.
- /// </summary>
- /// <param name="soundID">Sound asset ID</param>
- /// <param name="ownerID">Sound source owner</param>
- /// <param name="objectID">Sound source ID</param>
- /// <param name="gain">Sound volume</param>
- /// <param name="position">Sound source position</param>
- /// <param name="flags">Sound flags</param>
- /// </param>
- void PlayAttachedSound(UUID soundID, UUID ownerID, UUID objectID,
- double gain, Vector3 position, byte flags);
- /// <summary>
- /// Trigger a sound in the scene.
- /// </summary>
- /// <param name="soundId">Sound asset ID</param>
- /// <param name="ownerID">Sound source owner</param>
- /// <param name="objectID">Sound source ID</param>
- /// <param name="parentID">Sound source parent.</param>
- /// <param name="gain">Sound volume</param>
- /// <param name="position">Sound source position</param>
- /// <param name="handle"></param>
- /// <param name="radius">
- /// Radius used to affect gain over distance.
- /// </param>
- 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);
- /// <summary>
- /// Stop sounds eminating from an object.
- /// </summary>
- /// <param name="objectID">Sound source ID</param>
- void StopSound(UUID objectID);
- void StopSound(SceneObjectPart sop);
- /// <summary>
- /// Preload sound to viewers within range.
- /// </summary>
- /// <param name="objectID">Sound source ID</param>
- /// <param name="soundID">Sound asset ID</param>
- /// </param>
- void PreloadSound(UUID objectID, UUID soundID);
- void PreloadSound(SceneObjectPart sop, UUID soundID);
- /// <summary>
- /// Loop specified sound at specified volume with specified radius,
- /// optionally declaring object as new sync master.
- /// </summary>
- /// <param name="objectID">Sound source ID</param>
- /// <param name="soundID">Sound asset ID</param>
- /// <param name="gain">Sound volume</param>
- /// <param name="isMaster">Set object to sync master if true</param>
- void LoopSound(UUID objectID, UUID soundID, double gain,
- bool isMaster, bool isSlave);
- void LoopSound(SceneObjectPart sop, UUID soundID, double gain,
- bool isMaster, bool isSlave);
- /// <summary>
- /// Trigger or play an attached sound in this part's inventory.
- /// </summary>
- /// <param name="objectID">Sound source ID</param>
- /// <param name="sound">Sound asset ID</param>
- /// <param name="volume">Sound volume</param>
- /// <param name="triggered">Triggered or not.</param>
- /// <param name="useMaster">Play using sound master</param>
- /// <param name="isMaster">Play as sound master</param>
- 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);
- /// <summary>
- /// Trigger a sound to be played to all agents within an axis-aligned
- /// bounding box.
- /// </summary>
- /// <param name="objectID">Sound source ID</param>
- /// <param name="sound">Sound asset ID</param>
- /// <param name="volume">Sound volume</param>
- /// <param name="min">AABB bottom south-west corner</param>
- /// <param name="max">AABB top north-east corner</param>
- void TriggerSoundLimited(UUID objectID, UUID sound, double volume,
- Vector3 min, Vector3 max);
- /// <summary>
- /// Set whether sounds on the given prim should be queued.
- /// </summary>
- /// <param name='objectID'></param>
- /// <param name='shouldQueue'></param>
- void SetSoundQueueing(UUID objectID, bool shouldQueue);
- }
- }
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