Fix sound explorer.
Looping sounds were always showing as 'Looping', even after they stopped. Detection of stopped sounds is much better now. Instead of only logging a sound as stopped when the audio source is destroyed, we now detect whether or not it is associated with an audio channel or not (the normal way to stop a sound is to set the channel to NULL). This is still a bit fuzzy, since an audio channel doesn't necessarily have to be playing, but states where an audio source is associated with a non-playing audio channel are only short temporary states that don't affect the usefulness of the sound explorer.
This commit is contained in:
@@ -1336,16 +1336,17 @@ LLAudioSource::LLAudioSource(const LLUUID& id, const LLUUID& owner_id, const F32
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LLAudioSource::~LLAudioSource()
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{
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// <edit>
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// Record destruction of LLAudioSource object.
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if(mType != LLAudioEngine::AUDIO_TYPE_UI)
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logSoundStop(mLogID, true);
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// </edit>
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if (mChannelp)
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{
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// Stop playback of this sound
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mChannelp->setSource(NULL);
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mChannelp = NULL;
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setChannel(NULL);
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}
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// <edit>
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if(mType != LLAudioEngine::AUDIO_TYPE_UI) // && mSourceID.notNull())
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logSoundStop(mLogID);
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// </edit>
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}
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@@ -1356,10 +1357,17 @@ void LLAudioSource::setChannel(LLAudioChannel *channelp)
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return;
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}
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// <edit>
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if (!channelp)
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{
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if(mType != LLAudioEngine::AUDIO_TYPE_UI)
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logSoundStop(mLogID, false);
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}
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// </edit>
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mChannelp = channelp;
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}
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void LLAudioSource::update()
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{
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if (!getCurrentBuffer())
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@@ -1434,10 +1442,6 @@ bool LLAudioSource::setupChannel()
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bool LLAudioSource::play(const LLUUID &audio_uuid)
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{
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// <edit>
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if(mType != LLAudioEngine::AUDIO_TYPE_UI) //&& mSourceID.notNull())
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logSoundPlay(mLogID, this, mPositionGlobal, mType, audio_uuid, mOwnerID, mSourceID, mIsTrigger, mLoop); // is mID okay for source id?
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// </edit>
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// Special abuse of play(); don't play a sound, but kill it.
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if (audio_uuid.isNull())
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{
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@@ -1453,6 +1457,11 @@ bool LLAudioSource::play(const LLUUID &audio_uuid)
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return false;
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}
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// <edit>
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if(mType != LLAudioEngine::AUDIO_TYPE_UI) //&& mSourceID.notNull())
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logSoundPlay(this, audio_uuid);
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// </edit>
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// Reset our age timeout if someone attempts to play the source.
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mAgeTimer.reset();
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@@ -1846,36 +1855,38 @@ bool LLAudioData::load()
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std::map<LLUUID, LLSoundHistoryItem> gSoundHistory;
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// static
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void logSoundPlay(LLUUID id, LLAudioSource* audio_source, LLVector3d position, S32 type, LLUUID assetid, LLUUID ownerid, LLUUID sourceid, bool is_trigger, bool is_looped)
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void logSoundPlay(LLAudioSource* audio_source, LLUUID const& assetid)
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{
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LLSoundHistoryItem item;
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item.mID = id;
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item.mID = audio_source->getLogID();
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item.mAudioSource = audio_source;
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item.mPosition = position;
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item.mType = type;
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item.mPosition = audio_source->getPositionGlobal();
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item.mType = audio_source->getType();
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item.mAssetID = assetid;
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item.mOwnerID = ownerid;
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item.mSourceID = sourceid;
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item.mOwnerID = audio_source->getOwnerID();
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item.mSourceID = audio_source->getSourceID();
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item.mPlaying = true;
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item.mTimeStarted = LLTimer::getElapsedSeconds();
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item.mTimeStopped = F64_MAX;
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item.mIsTrigger = is_trigger;
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item.mIsLooped = is_looped;
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item.mIsTrigger = audio_source->getIsTrigger();
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item.mIsLooped = audio_source->isLoop();
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item.mReviewed = false;
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item.mReviewedCollision = false;
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gSoundHistory[id] = item;
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gSoundHistory[item.mID] = item;
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}
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//static
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void logSoundStop(LLUUID id)
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void logSoundStop(LLUUID const& id, bool destructed)
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{
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if(gSoundHistory.find(id) != gSoundHistory.end())
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std::map<LLUUID, LLSoundHistoryItem>::iterator iter = gSoundHistory.find(id);
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if(iter != gSoundHistory.end() && iter->second.mAudioSource)
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{
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gSoundHistory[id].mPlaying = false;
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gSoundHistory[id].mTimeStopped = LLTimer::getElapsedSeconds();
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gSoundHistory[id].mAudioSource = NULL; // just in case
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iter->second.mPlaying = false;
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iter->second.mTimeStopped = LLTimer::getElapsedSeconds();
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if (destructed)
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iter->second.mAudioSource = NULL;
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pruneSoundLog();
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}
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}
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@@ -306,7 +306,11 @@ public:
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void setPlayedOnce(const bool played_once) { mPlayedOnce = played_once; }
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void setType(S32 type) { mType = type; }
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S32 getType() { return mType; }
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S32 getType(void) const { return mType; }
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LLUUID const& getOwnerID(void) const { return mOwnerID; }
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LLUUID const& getSourceID(void) const { return mSourceID; }
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bool getIsTrigger(void) const { return mIsTrigger; }
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void setPositionGlobal(const LLVector3d &position_global) { mPositionGlobal = position_global; }
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LLVector3d getPositionGlobal() const { return mPositionGlobal; }
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@@ -504,12 +508,23 @@ struct LLSoundHistoryItem
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LLSoundHistoryItem() : mType(0), mPlaying(false), mIsTrigger(false),
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mIsLooped(false), mReviewed(false), mReviewedCollision(false),
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mTimeStarted(0), mTimeStopped(0), mAudioSource(0) {}
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bool isPlaying(void) const
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{
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return mPlaying && mAudioSource && mAudioSource->getChannel()
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// It's only REALLY playing if the following also returns true,
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// but it's too hard detect when that part is starting/stopping,
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// so in the sound explorer we call "playing" (or "looping")
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// those audio source that have a channel assigned and call
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// it a day.
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/*&& mAudioSource->getChannel()->isPlaying()*/ ;
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}
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};
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extern std::map<LLUUID, LLSoundHistoryItem> gSoundHistory;
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extern void logSoundPlay(LLUUID id, LLAudioSource* audio_source, LLVector3d position, S32 type, LLUUID assetid, LLUUID ownerid, LLUUID sourceid, bool is_trigger, bool is_looped);
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extern void logSoundStop(LLUUID id);
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extern void logSoundPlay(LLAudioSource* audio_source, LLUUID const& assetid);
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extern void logSoundStop(LLUUID const& id, bool destructed);
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extern void pruneSoundLog();
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extern int gSoundHistoryPruneCounter;
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@@ -110,9 +110,9 @@ class LLSoundHistoryItemCompare
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public:
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bool operator() (LLSoundHistoryItem first, LLSoundHistoryItem second)
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{
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if(first.mPlaying)
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if(first.isPlaying())
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{
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if(second.mPlaying)
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if(second.isPlaying())
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{
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return (first.mTimeStarted > second.mTimeStarted);
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}
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@@ -121,7 +121,7 @@ public:
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return true;
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}
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}
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else if(second.mPlaying)
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else if(second.isPlaying())
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{
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return false;
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}
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@@ -205,17 +205,12 @@ BOOL LLFloaterExploreSounds::tick()
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LLSD& playing_column = element["columns"][0];
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playing_column["column"] = "playing";
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if (item.mIsLooped)
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if(item.isPlaying())
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{
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playing_column["value"] = " Looping";
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}
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else if(item.mPlaying)
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{
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playing_column["value"] = " Playing";
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playing_column["value"] = item.mIsLooped ? " Looping" : " Playing";
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}
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else
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{
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S32 time = (LLTimer::getElapsedSeconds() - item.mTimeStopped);
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S32 hours = time / 3600;
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S32 mins = time / 60;
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@@ -358,23 +353,15 @@ void LLFloaterExploreSounds::handle_stop(void* user_data)
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{
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LLSoundHistoryItem item = floater->getItem((*selection_iter)->getValue());
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if(item.mID.isNull()) continue;
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if(item.mPlaying)
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if(item.isPlaying())
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{
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if(item.mAudioSource)
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{
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S32 type = item.mType;
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item.mAudioSource->setType(LLAudioEngine::AUDIO_TYPE_UI);
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if(item.mAudioSource)
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item.mAudioSource->play(LLUUID::null);
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if(item.mAudioSource)
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item.mAudioSource->setType(type);
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}
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item.mAudioSource->play(LLUUID::null);
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}
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}
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}
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void LLFloaterExploreSounds::blacklistSound(void* user_data)
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{
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LLFloaterBlacklist::show();
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LLFloaterExploreSounds* floater = (LLFloaterExploreSounds*)user_data;
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LLScrollListCtrl* list = floater->getChild<LLScrollListCtrl>("sound_list");
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