modulate collision sound intensity with collision relative velocity for parts also

This commit is contained in:
UbitUmarov
2012-05-19 02:04:10 +01:00
parent 98a2c7bfee
commit 9ecdef2686
2 changed files with 89 additions and 46 deletions

View File

@@ -333,7 +333,7 @@ namespace OpenSim.Region.Framework.Scenes
private UUID m_collisionSound;
private float m_collisionSoundVolume;
private DateTime LastColSoundSentTime;
private int LastColSoundSentTime;
private SOPVehicle m_vehicle = null;
@@ -374,7 +374,7 @@ namespace OpenSim.Region.Framework.Scenes
// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
m_inventory = new SceneObjectPartInventory(this);
LastColSoundSentTime = DateTime.UtcNow;
LastColSoundSentTime = Util.EnvironmentTickCount();
}
/// <summary>
@@ -2632,13 +2632,29 @@ namespace OpenSim.Region.Framework.Scenes
else
{
List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
CollisionForSoundInfo soundinfo;
ContactPoint curcontact;
// calculate things that started colliding this time
// and build up list of colliders this time
foreach (uint localid in collissionswith.Keys)
foreach (uint id in collissionswith.Keys)
{
thisHitColliders.Add(localid);
if (!m_lastColliders.Contains(localid))
startedColliders.Add(localid);
thisHitColliders.Add(id);
if (!m_lastColliders.Contains(id))
{
startedColliders.Add(id);
curcontact = collissionswith[id];
if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
{
soundinfo = new CollisionForSoundInfo();
soundinfo.colliderID = id;
soundinfo.position = curcontact.Position;
soundinfo.relativeVel = curcontact.RelativeSpeed;
soundinfolist.Add(soundinfo);
}
}
}
// calculate things that ended colliding
@@ -2655,17 +2671,14 @@ namespace OpenSim.Region.Framework.Scenes
// remove things that ended colliding from the last colliders list
foreach (uint localID in endedColliders)
m_lastColliders.Remove(localID);
// play sounds.
if (soundinfolist.Count > 0 && !VolumeDetectActive && CollisionSound != invalidCollisionSoundUUID)
CollisionSounds.PartCollisionSound(this, soundinfolist);
}
// play the sound.
bool IsNotVolumeDtc = !VolumeDetectActive;
if (IsNotVolumeDtc && startedColliders.Count > 0 && CollisionSound != invalidCollisionSoundUUID)
CollisionSounds.PartCollisionSound(this, startedColliders);
SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
if (IsNotVolumeDtc)
if (!VolumeDetectActive)
SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
@@ -3210,8 +3223,8 @@ namespace OpenSim.Region.Framework.Scenes
if (volume < 0)
volume = 0;
DateTime now = DateTime.UtcNow;
if((now - LastColSoundSentTime).Milliseconds < 200) // reduce rate to 5 per sec per part ??
int now = Util.EnvironmentTickCount();
if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
return;
LastColSoundSentTime = now;