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* refactor: move sound trigger from scene into sepearate SoundModule
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Reflection;
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using Nini.Config;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.World.Sound
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{
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public class SoundModule : IRegionModule, ISoundModule
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{
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//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected Scene m_scene;
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public void Initialise(Scene scene, IConfigSource source)
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{
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m_scene = scene;
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m_scene.RegisterModuleInterface<ISoundModule>(this);
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}
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public void PostInitialise() {}
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public void Close() {}
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public string Name { get { return "Sound Module"; } }
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public bool IsSharedModule { get { return false; } }
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public virtual void TriggerSound(
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UUID soundId, UUID ownerID, UUID objectID, UUID parentID, float gain, Vector3 position, UInt64 handle)
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{
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foreach (ScenePresence p in m_scene.GetAvatars())
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{
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double dis = Util.GetDistanceTo(p.AbsolutePosition, position);
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if (dis > 100.0) // Max audio distance
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continue;
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// Scale by distance
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gain = (float)((double)gain*((100.0 - dis) / 100.0));
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p.ControllingClient.SendTriggeredSound(
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soundId, ownerID, objectID, parentID, handle, position, (float)gain);
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}
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}
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}
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}
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