492 lines
22 KiB
C#
492 lines
22 KiB
C#
/*
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* Copyright (c) 2006-2016, openmetaverse.co
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* All rights reserved.
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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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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.co nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using OpenMetaverse.Packets;
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namespace OpenMetaverse
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{
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/// <summary>
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///
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/// </summary>
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public class SoundManager
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{
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#region Private Members
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private readonly GridClient _client;
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#endregion
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#region Event Handling
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/// <summary>The event subscribers, null if no subscribers</summary>
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private EventHandler<AttachedSoundEventArgs> _mAttachedSound;
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///<summary>Raises the AttachedSound Event</summary>
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/// <param name="e">A AttachedSoundEventArgs object containing
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/// the data sent from the simulator</param>
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protected virtual void OnAttachedSound(AttachedSoundEventArgs e)
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{
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EventHandler<AttachedSoundEventArgs> handler = _mAttachedSound;
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handler?.Invoke(this, e);
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}
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/// <summary>Thread sync lock object</summary>
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private readonly object _mAttachedSoundLock = new object();
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/// <summary>Raised when the simulator sends us data containing
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/// sound</summary>
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public event EventHandler<AttachedSoundEventArgs> AttachedSound
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{
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add { lock (_mAttachedSoundLock) { _mAttachedSound += value; } }
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remove { lock (_mAttachedSoundLock) { _mAttachedSound -= value; } }
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}
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/// <summary>The event subscribers, null if no subscribers</summary>
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private EventHandler<AttachedSoundGainChangeEventArgs> m_AttachedSoundGainChange;
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///<summary>Raises the AttachedSoundGainChange Event</summary>
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/// <param name="e">A AttachedSoundGainChangeEventArgs object containing
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/// the data sent from the simulator</param>
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protected virtual void OnAttachedSoundGainChange(AttachedSoundGainChangeEventArgs e)
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{
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EventHandler<AttachedSoundGainChangeEventArgs> handler = m_AttachedSoundGainChange;
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handler?.Invoke(this, e);
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}
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/// <summary>Thread sync lock object</summary>
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private readonly object m_AttachedSoundGainChangeLock = new object();
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/// <summary>Raised when the simulator sends us data containing
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/// ...</summary>
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public event EventHandler<AttachedSoundGainChangeEventArgs> AttachedSoundGainChange
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{
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add { lock (m_AttachedSoundGainChangeLock) { m_AttachedSoundGainChange += value; } }
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remove { lock (m_AttachedSoundGainChangeLock) { m_AttachedSoundGainChange -= value; } }
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}
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/// <summary>The event subscribers, null if no subscribers</summary>
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private EventHandler<SoundTriggerEventArgs> m_SoundTrigger;
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///<summary>Raises the SoundTrigger Event</summary>
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/// <param name="e">A SoundTriggerEventArgs object containing
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/// the data sent from the simulator</param>
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protected virtual void OnSoundTrigger(SoundTriggerEventArgs e)
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{
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EventHandler<SoundTriggerEventArgs> handler = m_SoundTrigger;
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handler?.Invoke(this, e);
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}
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/// <summary>Thread sync lock object</summary>
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private readonly object m_SoundTriggerLock = new object();
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/// <summary>Raised when the simulator sends us data containing
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/// ...</summary>
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public event EventHandler<SoundTriggerEventArgs> SoundTrigger
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{
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add { lock (m_SoundTriggerLock) { m_SoundTrigger += value; } }
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remove { lock (m_SoundTriggerLock) { m_SoundTrigger -= value; } }
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}
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/// <summary>The event subscribers, null if no subscribers</summary>
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private EventHandler<PreloadSoundEventArgs> m_PreloadSound;
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///<summary>Raises the PreloadSound Event</summary>
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/// <param name="e">A PreloadSoundEventArgs object containing
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/// the data sent from the simulator</param>
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protected virtual void OnPreloadSound(PreloadSoundEventArgs e)
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{
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EventHandler<PreloadSoundEventArgs> handler = m_PreloadSound;
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handler?.Invoke(this, e);
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}
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/// <summary>Thread sync lock object</summary>
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private readonly object m_PreloadSoundLock = new object();
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/// <summary>Raised when the simulator sends us data containing
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/// ...</summary>
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public event EventHandler<PreloadSoundEventArgs> PreloadSound
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{
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add { lock (m_PreloadSoundLock) { m_PreloadSound += value; } }
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remove { lock (m_PreloadSoundLock) { m_PreloadSound -= value; } }
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}
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#endregion
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/// <summary>
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/// Construct a new instance of the SoundManager class, used for playing and receiving
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/// sound assets
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/// </summary>
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/// <param name="client">A reference to the current GridClient instance</param>
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public SoundManager(GridClient client)
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{
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_client = client;
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_client.Network.RegisterCallback(PacketType.AttachedSound, AttachedSoundHandler);
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_client.Network.RegisterCallback(PacketType.AttachedSoundGainChange, AttachedSoundGainChangeHandler);
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_client.Network.RegisterCallback(PacketType.PreloadSound, PreloadSoundHandler);
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_client.Network.RegisterCallback(PacketType.SoundTrigger, SoundTriggerHandler);
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}
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#region public methods
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/// <summary>
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/// Plays a sound in the current region at full volume from avatar position
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/// </summary>
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/// <param name="soundID">UUID of the sound to be played</param>
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public void PlaySound(UUID soundID)
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{
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SendSoundTrigger(soundID, _client.Self.SimPosition, 1.0f);
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}
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/// <summary>
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/// Plays a sound in the current region at full volume
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/// </summary>
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/// <param name="soundID">UUID of the sound to be played.</param>
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/// <param name="position">position for the sound to be played at. Normally the avatar.</param>
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public void SendSoundTrigger(UUID soundID, Vector3 position)
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{
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SendSoundTrigger(soundID, _client.Self.SimPosition, 1.0f);
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}
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/// <summary>
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/// Plays a sound in the current region
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/// </summary>
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/// <param name="soundID">UUID of the sound to be played.</param>
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/// <param name="position">position for the sound to be played at. Normally the avatar.</param>
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/// <param name="gain">volume of the sound, from 0.0 to 1.0</param>
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public void SendSoundTrigger(UUID soundID, Vector3 position, float gain)
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{
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SendSoundTrigger(soundID, _client.Network.CurrentSim.Handle, position, gain);
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}
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/// <summary>
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/// Plays a sound in the specified sim
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/// </summary>
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/// <param name="soundID">UUID of the sound to be played.</param>
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/// <param name="sim">UUID of the sound to be played.</param>
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/// <param name="position">position for the sound to be played at. Normally the avatar.</param>
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/// <param name="gain">volume of the sound, from 0.0 to 1.0</param>
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public void SendSoundTrigger(UUID soundID, Simulator sim, Vector3 position, float gain)
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{
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SendSoundTrigger(soundID, sim.Handle, position, gain);
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}
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/// <summary>
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/// Play a sound asset
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/// </summary>
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/// <param name="soundID">UUID of the sound to be played.</param>
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/// <param name="handle">handle id for the sim to be played in.</param>
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/// <param name="position">position for the sound to be played at. Normally the avatar.</param>
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/// <param name="gain">volume of the sound, from 0.0 to 1.0</param>
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public void SendSoundTrigger(UUID soundID, ulong handle, Vector3 position, float gain)
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{
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SoundTriggerPacket soundtrigger = new SoundTriggerPacket
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{
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SoundData = new SoundTriggerPacket.SoundDataBlock
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{
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SoundID = soundID,
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ObjectID = UUID.Zero,
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OwnerID = UUID.Zero,
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ParentID = UUID.Zero,
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Handle = handle,
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Position = position,
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Gain = gain
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}
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};
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_client.Network.SendPacket(soundtrigger);
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}
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#endregion
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#region Packet Handlers
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/// <summary>Process an incoming packet and raise the appropriate events</summary>
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/// <param name="sender">The sender</param>
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/// <param name="e">The EventArgs object containing the packet data</param>
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protected void AttachedSoundHandler(object sender, PacketReceivedEventArgs e)
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{
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if (_mAttachedSound == null) return;
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AttachedSoundPacket sound = (AttachedSoundPacket)e.Packet;
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OnAttachedSound(new AttachedSoundEventArgs(e.Simulator, sound.DataBlock.SoundID, sound.DataBlock.OwnerID,
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sound.DataBlock.ObjectID, sound.DataBlock.Gain, (SoundFlags)sound.DataBlock.Flags));
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}
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/// <summary>Process an incoming packet and raise the appropriate events</summary>
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/// <param name="sender">The sender</param>
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/// <param name="e">The EventArgs object containing the packet data</param>
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protected void AttachedSoundGainChangeHandler(object sender, PacketReceivedEventArgs e)
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{
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if (m_AttachedSoundGainChange == null) return;
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AttachedSoundGainChangePacket change = (AttachedSoundGainChangePacket)e.Packet;
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OnAttachedSoundGainChange(new AttachedSoundGainChangeEventArgs(e.Simulator, change.DataBlock.ObjectID,
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change.DataBlock.Gain));
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}
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/// <summary>Process an incoming packet and raise the appropriate events</summary>
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/// <param name="sender">The sender</param>
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/// <param name="e">The EventArgs object containing the packet data</param>
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protected void PreloadSoundHandler(object sender, PacketReceivedEventArgs e)
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{
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if (m_PreloadSound == null) return;
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PreloadSoundPacket preload = (PreloadSoundPacket)e.Packet;
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foreach (var data in preload.DataBlock)
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{
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OnPreloadSound(new PreloadSoundEventArgs(e.Simulator, data.SoundID, data.OwnerID, data.ObjectID));
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}
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}
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/// <summary>Process an incoming packet and raise the appropriate events</summary>
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/// <param name="sender">The sender</param>
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/// <param name="e">The EventArgs object containing the packet data</param>
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protected void SoundTriggerHandler(object sender, PacketReceivedEventArgs e)
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{
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if (m_SoundTrigger == null) return;
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SoundTriggerPacket trigger = (SoundTriggerPacket)e.Packet;
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OnSoundTrigger(new SoundTriggerEventArgs(e.Simulator,
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trigger.SoundData.SoundID,
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trigger.SoundData.OwnerID,
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trigger.SoundData.ObjectID,
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trigger.SoundData.ParentID,
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trigger.SoundData.Gain,
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trigger.SoundData.Handle,
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trigger.SoundData.Position));
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}
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#endregion
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}
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#region EventArgs
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/// <summary>Provides data for the <see cref="SoundManager.AttachedSound"/> event</summary>
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/// <remarks>The <see cref="SoundManager.AttachedSound"/> event occurs when the simulator sends
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/// the sound data which emits from an agents attachment</remarks>
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/// <example>
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/// The following code example shows the process to subscribe to the <see cref="SoundManager.AttachedSound"/> event
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/// and a stub to handle the data passed from the simulator
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/// <code>
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/// // Subscribe to the AttachedSound event
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/// Client.Sound.AttachedSound += Sound_AttachedSound;
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///
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/// // process the data raised in the event here
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/// private void Sound_AttachedSound(object sender, AttachedSoundEventArgs e)
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/// {
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/// // ... Process AttachedSoundEventArgs here ...
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/// }
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/// </code>
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/// </example>
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public class AttachedSoundEventArgs : EventArgs
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{
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/// <summary>Simulator where the event originated</summary>
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public Simulator Simulator { get; }
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/// <summary>Get the sound asset id</summary>
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public UUID SoundID { get; }
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/// <summary>Get the ID of the owner</summary>
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public UUID OwnerID { get; }
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/// <summary>Get the ID of the Object</summary>
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public UUID ObjectID { get; }
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/// <summary>Get the volume level</summary>
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public float Gain { get; }
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/// <summary>Get the <see cref="SoundFlags"/></summary>
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public SoundFlags Flags { get; }
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/// <summary>
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/// Construct a new instance of the SoundTriggerEventArgs class
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/// </summary>
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/// <param name="sim">Simulator where the event originated</param>
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/// <param name="soundID">The sound asset id</param>
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/// <param name="ownerID">The ID of the owner</param>
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/// <param name="objectID">The ID of the object</param>
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/// <param name="gain">The volume level</param>
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/// <param name="flags">The <see cref="SoundFlags"/></param>
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public AttachedSoundEventArgs(Simulator sim, UUID soundID, UUID ownerID, UUID objectID, float gain, SoundFlags flags)
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{
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Simulator = sim;
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SoundID = soundID;
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OwnerID = ownerID;
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ObjectID = objectID;
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Gain = gain;
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Flags = flags;
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}
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}
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/// <summary>Provides data for the <see cref="SoundManager.AttachedSoundGainChange"/> event</summary>
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/// <remarks>The <see cref="SoundManager.AttachedSoundGainChange"/> event occurs when an attached sound
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/// changes its volume level</remarks>
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public class AttachedSoundGainChangeEventArgs : EventArgs
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{
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/// <summary>Simulator where the event originated</summary>
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public Simulator Simulator { get; }
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/// <summary>Get the ID of the Object</summary>
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public UUID ObjectID { get; }
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/// <summary>Get the volume level</summary>
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public float Gain { get; }
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/// <summary>
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/// Construct a new instance of the AttachedSoundGainChangedEventArgs class
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/// </summary>
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/// <param name="sim">Simulator where the event originated</param>
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/// <param name="objectID">The ID of the Object</param>
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/// <param name="gain">The new volume level</param>
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public AttachedSoundGainChangeEventArgs(Simulator sim, UUID objectID, float gain)
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{
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Simulator = sim;
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ObjectID = objectID;
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Gain = gain;
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}
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}
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/// <summary>Provides data for the <see cref="SoundManager.SoundTrigger"/> event</summary>
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/// <remarks><para>The <see cref="SoundManager.SoundTrigger"/> event occurs when the simulator forwards
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/// a request made by yourself or another agent to play either an asset sound or a built in sound</para>
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///
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/// <para>Requests to play sounds where the <see cref="SoundTriggerEventArgs.SoundID"/> is not one of the built-in
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/// <see cref="Sounds"/> will require sending a request to download the sound asset before it can be played</para>
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/// </remarks>
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/// <example>
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/// The following code example uses the <see cref="SoundTriggerEventArgs.OwnerID"/>, <see cref="SoundTriggerEventArgs.SoundID"/>
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/// and <see cref="SoundTriggerEventArgs.Gain"/>
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/// properties to display some information on a sound request on the <see cref="Console"/> window.
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/// <code>
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/// // subscribe to the event
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/// Client.Sound.SoundTrigger += Sound_SoundTrigger;
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///
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/// // play the pre-defined BELL_TING sound
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/// Client.Sound.SendSoundTrigger(Sounds.BELL_TING);
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///
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/// // handle the response data
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/// private void Sound_SoundTrigger(object sender, SoundTriggerEventArgs e)
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/// {
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/// Console.WriteLine("{0} played the sound {1} at volume {2}",
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/// e.OwnerID, e.SoundID, e.Gain);
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/// }
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/// </code>
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/// </example>
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public class SoundTriggerEventArgs : EventArgs
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{
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/// <summary>Simulator where the event originated</summary>
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public Simulator Simulator { get; }
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/// <summary>Get the sound asset id</summary>
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public UUID SoundID { get; }
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/// <summary>Get the ID of the owner</summary>
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public UUID OwnerID { get; }
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/// <summary>Get the ID of the Object</summary>
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public UUID ObjectID { get; }
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/// <summary>Get the ID of the objects parent</summary>
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public UUID ParentID { get; }
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/// <summary>Get the volume level</summary>
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public float Gain { get; }
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/// <summary>Get the regionhandle</summary>
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public ulong RegionHandle { get; }
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/// <summary>Get the source position</summary>
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public Vector3 Position { get; }
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/// <summary>
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/// Construct a new instance of the SoundTriggerEventArgs class
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/// </summary>
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/// <param name="sim">Simulator where the event originated</param>
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/// <param name="soundID">The sound asset id</param>
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/// <param name="ownerID">The ID of the owner</param>
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/// <param name="objectID">The ID of the object</param>
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/// <param name="parentID">The ID of the objects parent</param>
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/// <param name="gain">The volume level</param>
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/// <param name="regionHandle">The regionhandle</param>
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/// <param name="position">The source position</param>
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public SoundTriggerEventArgs(Simulator sim, UUID soundID, UUID ownerID, UUID objectID, UUID parentID, float gain, ulong regionHandle, Vector3 position)
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{
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Simulator = sim;
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SoundID = soundID;
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OwnerID = ownerID;
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ObjectID = objectID;
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ParentID = parentID;
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Gain = gain;
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RegionHandle = regionHandle;
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Position = position;
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}
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}
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/// <summary>Provides data for the <see cref="AvatarManager.AvatarAppearance"/> event</summary>
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/// <remarks>The <see cref="AvatarManager.AvatarAppearance"/> event occurs when the simulator sends
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/// the appearance data for an avatar</remarks>
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/// <example>
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/// The following code example uses the <see cref="AvatarAppearanceEventArgs.AvatarID"/> and <see cref="AvatarAppearanceEventArgs.VisualParams"/>
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/// properties to display the selected shape of an avatar on the <see cref="Console"/> window.
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/// <code>
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/// // subscribe to the event
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/// Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance;
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///
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/// // handle the data when the event is raised
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/// void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e)
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/// {
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/// Console.WriteLine("The Agent {0} is using a {1} shape.", e.AvatarID, (e.VisualParams[31] > 0) : "male" ? "female")
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/// }
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/// </code>
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/// </example>
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public class PreloadSoundEventArgs : EventArgs
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{
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/// <summary>Simulator where the event originated</summary>
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public Simulator Simulator { get; }
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/// <summary>Get the sound asset id</summary>
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public UUID SoundID { get; }
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/// <summary>Get the ID of the owner</summary>
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public UUID OwnerID { get; }
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/// <summary>Get the ID of the Object</summary>
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public UUID ObjectID { get; }
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/// <summary>
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/// Construct a new instance of the PreloadSoundEventArgs class
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/// </summary>
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/// <param name="sim">Simulator where the event originated</param>
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/// <param name="soundID">The sound asset id</param>
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/// <param name="ownerID">The ID of the owner</param>
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/// <param name="objectID">The ID of the object</param>
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public PreloadSoundEventArgs(Simulator sim, UUID soundID, UUID ownerID, UUID objectID)
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{
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Simulator = sim;
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SoundID = soundID;
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OwnerID = ownerID;
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ObjectID = objectID;
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}
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}
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#endregion
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} |