transposing LoopSoundMaster to Sound Module

This commit is contained in:
SignpostMarv
2012-10-06 22:23:14 +01:00
committed by Justin Clark-Casey (justincc)
parent a68e2fe169
commit 29a8ae48b5
3 changed files with 50 additions and 25 deletions

View File

@@ -243,6 +243,42 @@ namespace OpenSim.Region.CoreModules.World.Sound
});
}
public virtual void LoopSoundMaster(UUID objectID, UUID soundID,
double volume, double radius)
{
SceneObjectPart m_host;
if (!m_scene.TryGetSceneObjectPart(objectID, out m_host))
return;
m_host.ParentGroup.LoopSoundMasterPrim = m_host;
lock (m_host.ParentGroup.LoopSoundSlavePrims)
{
foreach (SceneObjectPart prim in m_host.ParentGroup.LoopSoundSlavePrims)
{
if (prim.Sound != UUID.Zero)
StopSound(objectID);
prim.Sound = soundID;
prim.SoundGain = volume;
prim.SoundFlags = 1; // looping
prim.SoundRadius = radius;
prim.ScheduleFullUpdate();
prim.SendFullUpdateToAllClients();
}
}
if (m_host.Sound != UUID.Zero)
StopSound(objectID);
m_host.Sound = soundID;
m_host.SoundGain = volume;
m_host.SoundFlags = 1; // looping
m_host.SoundRadius = radius;
m_host.ScheduleFullUpdate();
m_host.SendFullUpdateToAllClients();
}
#endregion
}
}