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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@@ -83,6 +83,9 @@ SHFloaterMediaTicker::SHFloaterMediaTicker() : LLFloater()/*, LLSingleton<SHFloa
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}
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void SHFloaterMediaTicker::updateTickerText() //called via draw.
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{
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if(!gAudiop)
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return;
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bool stream_paused = gAudiop->getStreamingAudioImpl()->isPlaying() != 1; //will return 1 if playing.
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bool dirty = setPaused(stream_paused);
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@@ -119,7 +122,7 @@ void SHFloaterMediaTicker::updateTickerText() //called via draw.
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void SHFloaterMediaTicker::drawOscilloscope() //called via draw.
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{
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if(!mVisualizer || !gAudiop->getStreamingAudioImpl()->supportsWaveData())
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if(!gAudiop || !mVisualizer || !gAudiop->getStreamingAudioImpl()->supportsWaveData())
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return;
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static const S32 NUM_LINE_STRIPS = 64; //How many lines to draw. 64 is more than enough.
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