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.
This commit is contained in:
Shyotl
2013-10-12 02:49:11 -05:00
parent 3132d2b0d0
commit 7fb05e6a48
18 changed files with 526 additions and 720 deletions

View File

@@ -174,7 +174,8 @@ void LLFloaterBlacklist::addEntry(LLUUID key, LLSD data)
std::string wav_path= gDirUtilp->getExpandedFilename(LL_PATH_CACHE,sound_id.asString()) + ".dsf";
if(LLAPRFile::isExist(wav_path, LL_APR_RPB))
LLAPRFile::remove(wav_path);
gAudiop->removeAudioData(sound_id);
if(gAudiop)
gAudiop->removeAudioData(sound_id);
}
blacklist_entries.insert(std::pair<LLUUID,LLSD>(key,data));
updateBlacklists();