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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@@ -304,6 +304,7 @@ void LLFloaterExploreSounds::handle_play_locally(void* user_data)
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if(std::find(asset_list.begin(), asset_list.end(), item.mAssetID) == asset_list.end())
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{
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asset_list.push_back(item.mAssetID);
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if(gAudiop)
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gAudiop->triggerSound(item.mAssetID, LLUUID::null, 1.0f, LLAudioEngine::AUDIO_TYPE_UI);
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}
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}
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