/* * Copyright (c) 2006-2007, Second Life Reverse Engineering Team * All rights reserved. * * - 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. * - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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 System.Collections.Generic; using libsecondlife.Packets; namespace libsecondlife { public class SoundManager { public SecondLife Client; public SoundManager(SecondLife client) { Client = client; Client.Network.RegisterCallback(PacketType.AttachedSound, new NetworkManager.PacketCallback(AttachedSoundHandler)); Client.Network.RegisterCallback(PacketType.AttachedSoundGainChange, new NetworkManager.PacketCallback(AttachedSoundGainChangeHandler)); Client.Network.RegisterCallback(PacketType.PreloadSound, new NetworkManager.PacketCallback(PreloadSoundHandler)); Client.Network.RegisterCallback(PacketType.SoundTrigger, new NetworkManager.PacketCallback(SoundTriggerHandler)); } protected void AttachedSoundHandler(Packet packet, Simulator simulator) { //FIXME } protected void AttachedSoundGainChangeHandler(Packet packet, Simulator simulator) { //FIXME } protected void PreloadSoundHandler(Packet packet, Simulator simulator) { //FIXME } protected void SoundTriggerHandler(Packet packet, Simulator simulator) { //FIXME } } }