Files
opensim/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
Melanie 038acc39be Cut off collision sounds with avatar at 3.2. This makes most walkig collisions
with walls and stairs silent. Falls from greater height and running into things
will still be heard. a CollisionSound defined for the object will override this
so one can still script a soccer ball with sounds.
2012-06-08 00:09:30 +02:00

305 lines
14 KiB
C#

/*
* 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.
*/
// Ubit 2012
using System;
using System.Reflection;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using log4net;
namespace OpenSim.Region.Framework.Scenes
{
public struct CollisionForSoundInfo
{
public uint colliderID;
public Vector3 position;
public float relativeVel;
}
public static class CollisionSounds
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private const int MaxMaterials = 7;
// part part
private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
// terrain part
private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
public static UUID[] m_TerrainPart = {
snd_TerrainStone,
snd_TerrainMetal,
snd_TerrainGlass,
snd_TerrainWood,
snd_TerrainFlesh,
snd_TerrainPlastic,
snd_TerrainRubber
};
// simetric sounds
public static UUID[] m_PartPart = {
snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
};
public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
{
if (collidersinfolist.Count == 0 || part == null)
return;
if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
return;
if (part.ParentGroup == null)
return;
if (part.CollisionSoundType < 0)
return;
float volume = 0.0f;
bool HaveSound = false;
UUID soundID = part.CollisionSound;
if (part.CollisionSoundType > 0)
{
// soundID = part.CollisionSound;
volume = part.CollisionSoundVolume;
if (volume == 0.0f)
return;
HaveSound = true;
}
bool doneownsound = false;
int thisMaterial = (int)part.Material;
if (thisMaterial >= MaxMaterials)
thisMaterial = 3;
int thisMatScaled = thisMaterial * MaxMaterials;
CollisionForSoundInfo colInfo;
uint id;
for(int i = 0; i< collidersinfolist.Count; i++)
{
colInfo = collidersinfolist[i];
id = colInfo.colliderID;
if (id == 0) // terrain collision
{
if (!doneownsound)
{
if (!HaveSound)
{
volume = Math.Abs(colInfo.relativeVel);
if (volume < 0.2f)
continue;
volume *= volume * .0625f; // 4m/s == full volume
if (volume > 1.0f)
volume = 1.0f;
soundID = m_TerrainPart[thisMaterial];
}
part.SendCollisionSound(soundID, volume, colInfo.position);
doneownsound = true;
}
continue;
}
SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
if (otherPart != null)
{
if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
continue;
if (!HaveSound)
{
if (otherPart.CollisionSoundType > 0)
{
soundID = otherPart.CollisionSound;
volume = otherPart.CollisionSoundVolume;
if (volume == 0.0f)
continue;
}
else
{
volume = Math.Abs(colInfo.relativeVel);
if (volume < 0.2f)
continue;
volume *= volume * .0625f; // 4m/s == full volume
if (volume > 1.0f)
volume = 1.0f;
int otherMaterial = (int)otherPart.Material;
if (otherMaterial >= MaxMaterials)
otherMaterial = 3;
soundID = m_PartPart[thisMatScaled + otherMaterial];
}
}
if (doneownsound)
otherPart.SendCollisionSound(soundID, volume, colInfo.position);
else
{
part.SendCollisionSound(soundID, volume, colInfo.position);
doneownsound = true;
}
}
}
}
public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
{
if (collidersinfolist.Count == 0 || av == null)
return;
UUID soundID;
int otherMaterial;
int thisMaterial = 4; // flesh
int thisMatScaled = thisMaterial * MaxMaterials;
// bool doneownsound = false;
CollisionForSoundInfo colInfo;
uint id;
float volume;
for(int i = 0; i< collidersinfolist.Count; i++)
{
colInfo = collidersinfolist[i];
id = colInfo.colliderID;
if (id == 0) // no terrain collision sounds for now
{
continue;
// volume = Math.Abs(colInfo.relativeVel);
// if (volume < 0.2f)
// continue;
}
SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
if (otherPart != null)
{
if (otherPart.CollisionSoundType < 0)
continue;
if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
else
{
volume = Math.Abs(colInfo.relativeVel);
// Most noral collisions (running into walls, stairs)
// should never be heard.
if (volume < 3.2f)
continue;
// m_log.DebugFormat("Collision speed was {0}", volume);
// Cap to 0.2 times volume because climbing stairs should not be noisy
// Also changed scaling
volume *= volume * .0125f; // 4m/s == volume 0.2
if (volume > 0.2f)
volume = 0.2f;
otherMaterial = (int)otherPart.Material;
if (otherMaterial >= MaxMaterials)
otherMaterial = 3;
soundID = m_PartPart[thisMatScaled + otherMaterial];
otherPart.SendCollisionSound(soundID, volume, colInfo.position);
}
continue;
}
/*
else if (!doneownsound)
{
ScenePresence otherav = av.Scene.GetScenePresence(Id);
if (otherav != null && (!otherav.IsChildAgent))
{
soundID = snd_FleshFlesh;
av.SendCollisionSound(soundID, 1.0);
doneownsound = true;
}
}
*/
}
}
}
}