Audio engine changes:
-Idle tick is now responsible for dispatching all pending sound sources, as such improves priority sorting. -Added ui sound precache mechanisms (to fetch sounds without associated soundsources) -Audio engine no logner available pre-login or upon disconnect, for simplicity. -General cleanup to the audio engine/impl. -Fixed some gAudiop calls that were lacking prerequisite null checks. -Added 'isUpstreamOK' procuedure to LLAssetStorage to allow avoidance of making requests when there is no upstream host connection.
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@@ -174,7 +174,8 @@ void LLFloaterBlacklist::addEntry(LLUUID key, LLSD data)
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std::string wav_path= gDirUtilp->getExpandedFilename(LL_PATH_CACHE,sound_id.asString()) + ".dsf";
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if(LLAPRFile::isExist(wav_path, LL_APR_RPB))
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LLAPRFile::remove(wav_path);
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gAudiop->removeAudioData(sound_id);
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if(gAudiop)
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gAudiop->removeAudioData(sound_id);
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}
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blacklist_entries.insert(std::pair<LLUUID,LLSD>(key,data));
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updateBlacklists();
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