Cherry-pick of 24a7281bef42 from viewer-development, also added missing AttachmentDrop to notifications.xml

simon@Simon-PC.lindenlab.com: MAINT-862 and ER-1781 : Sounds not playing the first time.  Reviewed by Kelly.
This commit is contained in:
Lirusaito
2012-06-02 05:13:50 -04:00
parent 9835d3b27e
commit 73c05eff77
4 changed files with 50 additions and 17 deletions

View File

@@ -616,7 +616,8 @@ void LLAudioDecodeMgr::Impl::processQueue(const F32 num_secs)
llwarns << mCurrentDecodep->getUUID() << " has invalid vorbis data, aborting decode" << llendl;
mCurrentDecodep->flushBadFile();
LLAudioData *adp = gAudiop->getAudioData(mCurrentDecodep->getUUID());
adp->setHasValidData(FALSE);
adp->setHasValidData(false);
adp->setHasCompletedDecode(true);
mCurrentDecodep = NULL;
done = TRUE;
}
@@ -631,11 +632,16 @@ void LLAudioDecodeMgr::Impl::processQueue(const F32 num_secs)
if (mCurrentDecodep->finishDecode())
{
// We finished!
if (mCurrentDecodep->isValid() && mCurrentDecodep->isDone())
LLAudioData *adp = gAudiop->getAudioData(mCurrentDecodep->getUUID());
if (!adp)
{
LLAudioData *adp = gAudiop->getAudioData(mCurrentDecodep->getUUID());
adp->setHasDecodedData(TRUE);
adp->setHasValidData(TRUE);
llwarns << "Missing LLAudioData for decode of " << mCurrentDecodep->getUUID() << llendl;
}
else if (mCurrentDecodep->isValid() && mCurrentDecodep->isDone())
{
adp->setHasCompletedDecode(true);
adp->setHasDecodedData(true);
adp->setHasValidData(true);
// At this point, we could see if anyone needs this sound immediately, but
// I'm not sure that there's a reason to - we need to poll all of the playing
@@ -644,7 +650,8 @@ void LLAudioDecodeMgr::Impl::processQueue(const F32 num_secs)
}
else
{
llinfos << "Vorbis decode failed!!!" << llendl;
adp->setHasCompletedDecode(true);
llinfos << "Vorbis decode failed for " << mCurrentDecodep->getUUID() << llendl;
}
mCurrentDecodep = NULL;
}
@@ -712,15 +719,18 @@ BOOL LLAudioDecodeMgr::addDecodeRequest(const LLUUID &uuid)
if (gAudiop->hasDecodedFile(uuid))
{
// Already have a decoded version, don't need to decode it.
//llinfos << "addDecodeRequest for " << uuid << " has decoded file already" << llendl;
return TRUE;
}
if (gAssetStorage->hasLocalAsset(uuid, LLAssetType::AT_SOUND))
{
// Just put it on the decode queue.
//llinfos << "addDecodeRequest for " << uuid << " has local asset file already" << llendl;
mImpl->mDecodeQueue.push(uuid);
return TRUE;
}
//llinfos << "addDecodeRequest for " << uuid << " no file available" << llendl;
return FALSE;
}

View File

@@ -1275,10 +1275,11 @@ void LLAudioEngine::assetCallback(LLVFS *vfs, const LLUUID &uuid, LLAssetType::E
// Need to mark data as bad to avoid constant rerequests.
LLAudioData *adp = gAudiop->getAudioData(uuid);
if (adp)
{
{ // Make sure everything is cleared
adp->setHasValidData(false);
adp->setHasLocalData(false);
adp->setHasDecodedData(false);
adp->setHasCompletedDecode(true);
}
}
else
@@ -1291,6 +1292,7 @@ void LLAudioEngine::assetCallback(LLVFS *vfs, const LLUUID &uuid, LLAssetType::E
}
else
{
// llinfos << "Got asset callback with good audio data for " << uuid << ", making decode request" << llendl;
adp->setHasValidData(true);
adp->setHasLocalData(true);
gAudioDecodeMgrp->addDecodeRequest(uuid);
@@ -1380,16 +1382,18 @@ void LLAudioSource::update()
if (!getCurrentBuffer())
{
if (getCurrentData())
LLAudioData *adp = getCurrentData();
if (adp)
{
// Hack - try and load the sound. Will do this as a callback
// on decode later.
if (getCurrentData()->load() && getCurrentData()->getBuffer())
if (adp->load() && adp->getBuffer())
{
play(getCurrentData()->getID());
play(adp->getID());
}
else
else if (adp->hasCompletedDecode()) // Only mark corrupted after decode is done
{
llwarns << "Marking LLAudioSource corrupted for " << adp->getID() << llendl;
mCorrupted = true ;
}
}
@@ -1812,6 +1816,7 @@ LLAudioData::LLAudioData(const LLUUID &uuid) :
mBufferp(NULL),
mHasLocalData(false),
mHasDecodedData(false),
mHasCompletedDecode(false),
mHasValidData(true)
{
if (uuid.isNull())
@@ -1823,12 +1828,13 @@ LLAudioData::LLAudioData(const LLUUID &uuid) :
if (gAudiop && gAudiop->hasDecodedFile(uuid))
{
// Already have a decoded version, don't need to decode it.
mHasLocalData = true;
mHasDecodedData = true;
setHasLocalData(true);
setHasDecodedData(true);
setHasCompletedDecode(true);
}
else if (gAssetStorage && gAssetStorage->hasLocalAsset(uuid, LLAssetType::AT_SOUND))
{
mHasLocalData = true;
setHasLocalData(true);
}
}

View File

@@ -408,10 +408,12 @@ public:
bool hasLocalData() const { return mHasLocalData; }
bool hasDecodedData() const { return mHasDecodedData; }
bool hasCompletedDecode() const { return mHasCompletedDecode; }
bool hasValidData() const { return mHasValidData; }
void setHasLocalData(const bool hld) { mHasLocalData = hld; }
void setHasDecodedData(const bool hdd) { mHasDecodedData = hdd; }
void setHasCompletedDecode(const bool hcd) { mHasCompletedDecode = hcd; }
void setHasValidData(const bool hvd) { mHasValidData = hvd; }
friend class LLAudioEngine; // Severe laziness, bad.
@@ -419,9 +421,10 @@ public:
protected:
LLUUID mID;
LLAudioBuffer *mBufferp; // If this data is being used by the audio system, a pointer to the buffer will be set here.
bool mHasLocalData;
bool mHasDecodedData;
bool mHasValidData;
bool mHasLocalData; // Set true if the sound asset file is available locally
bool mHasDecodedData; // Set true if the sound file has been decoded
bool mHasCompletedDecode; // Set true when the sound is decoded
bool mHasValidData; // Set false if decoding failed, meaning the sound asset is bad
};

View File

@@ -538,6 +538,20 @@ Add this Ability to &apos;[ROLE_NAME]&apos;?
yestext="Yes"/>
</notification>
<notification
icon="alertmodal.tga"
name="AttachmentDrop"
type="alertmodal">
You are about to drop your attachment.
Are you sure you want to continue?
<tag>confirm</tag>
<usetemplate
ignoretext="Confirm before dropping attachments"
name="okcancelignore"
notext="No"
yestext="Yes"/>
</notification>
<notification
icon="alertmodal.tga"
name="ClickPublishHelpLand"