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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@@ -5228,8 +5228,6 @@ void process_preload_sound(LLMessageSystem *msg, void **user_data)
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LLAudioSource *sourcep = objectp->getAudioSource(owner_id);
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if (!sourcep) return;
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LLAudioData *datap = gAudiop->getAudioData(sound_id);
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// Note that I don't actually do any loading of the
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// audio data into a buffer at this point, as it won't actually
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// help us out.
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@@ -5238,8 +5236,8 @@ void process_preload_sound(LLMessageSystem *msg, void **user_data)
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LLVector3d pos_global = objectp->getPositionGlobal();
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if (gAgent.canAccessMaturityAtGlobal(pos_global))
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{
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// Add audioData starts a transfer internally.
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sourcep->addAudioData(datap, FALSE);
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// Preload starts a transfer internally.
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sourcep->preload(sound_id);
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}
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}
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