Handle fmodex internal channel release by registering channel callbacks. Harden channel<->source associations. Assign console output for audio system "AudioEngine" and "AudioImpl" tags. Added base LLAudioChannel::cleanup() vfunc to handle non-impl-related variable cleanup. Killed some redundant code.
This commit is contained in:
@@ -126,7 +126,7 @@ bool LLAudioEngine::init(const S32 num_channels, void* userdata)
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// Initialize the decode manager
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gAudioDecodeMgrp = new LLAudioDecodeMgr;
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llinfos << "LLAudioEngine::init() AudioEngine successfully initialized" << llendl;
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LL_INFOS("AudioEngine") << "LLAudioEngine::init() AudioEngine successfully initialized" << llendl;
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return true;
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}
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@@ -311,8 +311,7 @@ void LLAudioEngine::idle(F32 max_decode_time)
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LLAudioChannel *channelp = getFreeChannel(max_priority);
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if (channelp)
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{
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//llinfos << "Replacing source in channel due to priority!" << llendl;
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max_sourcep->setChannel(channelp);
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LL_DEBUGS("AudioEngine") << "Replacing source in channel due to priority!" << llendl;
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channelp->setSource(max_sourcep);
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if (max_sourcep->isSyncSlave())
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{
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@@ -348,18 +347,22 @@ void LLAudioEngine::idle(F32 max_decode_time)
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}
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LLAudioChannel *channelp = sourcep->getChannel();
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if (!channelp)
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bool is_stopped = channelp && channelp->isPlaying();
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if (is_stopped || (sourcep->isLoop() && channelp->mLoopedThisFrame))
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{
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// This sound isn't playing, so we just process move the queue
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sourcep->mCurrentDatap = sourcep->mQueuedDatap;
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sourcep->mQueuedDatap = NULL;
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// Reset the timer so the source doesn't die.
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sourcep->mAgeTimer.reset();
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// Make sure we have the buffer set up if we just decoded the data
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if (sourcep->mCurrentDatap)
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if(is_stopped)
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{
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updateBufferForData(sourcep->mCurrentDatap);
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// Reset the timer so the source doesn't die.
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sourcep->mAgeTimer.reset();
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// Make sure we have the buffer set up if we just decoded the data
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if (sourcep->mCurrentDatap)
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{
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updateBufferForData(sourcep->mCurrentDatap);
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}
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}
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// Actually play the associated data.
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@@ -372,52 +375,6 @@ void LLAudioEngine::idle(F32 max_decode_time)
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}
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continue;
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}
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else
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{
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// Check to see if the current sound is done playing, or looped.
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if (!channelp->isPlaying())
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{
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sourcep->mCurrentDatap = sourcep->mQueuedDatap;
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sourcep->mQueuedDatap = NULL;
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// Reset the timer so the source doesn't die.
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sourcep->mAgeTimer.reset();
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// Make sure we have the buffer set up if we just decoded the data
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if (sourcep->mCurrentDatap)
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{
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updateBufferForData(sourcep->mCurrentDatap);
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}
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// Actually play the associated data.
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sourcep->setupChannel();
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channelp = sourcep->getChannel();
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if (channelp)
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{
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channelp->updateBuffer();
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channelp->play();
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}
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}
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else if (sourcep->isLoop())
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{
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// It's a loop, we need to check and see if we're done with it.
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if (channelp->mLoopedThisFrame)
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{
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sourcep->mCurrentDatap = sourcep->mQueuedDatap;
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sourcep->mQueuedDatap = NULL;
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// Actually, should do a time sync so if we're a loop master/slave
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// we don't drift away.
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sourcep->setupChannel();
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channelp = sourcep->getChannel();
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if (channelp)
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{
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channelp->updateBuffer();
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channelp->play();
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}
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}
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}
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}
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}
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// Lame, update the channels AGAIN.
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@@ -491,7 +448,7 @@ void LLAudioEngine::idle(F32 max_decode_time)
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{
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if (!mBuffers[i]->mInUse && mBuffers[i]->mLastUseTimer.getElapsedTimeF32() > 30.f)
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{
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//llinfos << "Flushing unused buffer!" << llendl;
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LL_DEBUGS("AudioEngine") << "Flushing unused buffer!" << llendl;
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mBuffers[i]->mAudioDatap->mBufferp = NULL;
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delete mBuffers[i];
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mBuffers[i] = NULL;
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@@ -603,8 +560,7 @@ LLAudioBuffer * LLAudioEngine::getFreeBuffer()
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if (buffer_id >= 0)
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{
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lldebugs << "Taking over unused buffer " << buffer_id << llendl;
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//llinfos << "Flushing unused buffer!" << llendl;
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LL_DEBUGS("AudioEngine") << "Taking over unused buffer! max_age=" << max_age << llendl;
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mBuffers[buffer_id]->mAudioDatap->mBufferp = NULL;
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for (U32 i = 0; i < MAX_CHANNELS; i++)
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{
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@@ -638,6 +594,7 @@ LLAudioChannel * LLAudioEngine::getFreeChannel(const F32 priority)
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// Channel is allocated but not playing right now, use it.
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if (!mChannels[i]->isPlaying() && !mChannels[i]->isWaiting())
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{
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LL_DEBUGS("AudioEngine") << "Replacing unused channel" << llendl;
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mChannels[i]->cleanup();
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if (mChannels[i]->getSource())
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{
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@@ -670,9 +627,9 @@ LLAudioChannel * LLAudioEngine::getFreeChannel(const F32 priority)
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return NULL;
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}
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LL_DEBUGS("AudioEngine") << "Flushing min channel" << llendl;
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// Flush the minimum priority channel, and return it.
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min_channelp->cleanup();
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min_channelp->getSource()->setChannel(NULL);
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return min_channelp;
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}
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@@ -1006,10 +963,13 @@ LLAudioData * LLAudioEngine::getAudioData(const LLUUID &audio_uuid)
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if( sourcep && sourcep->getCurrentData() && sourcep->getCurrentData()->getID() == audio_uuid )
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{
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LLAudioChannel* chan=sourcep->getChannel();
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delete sourcep;
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if(chan)
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{
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LL_DEBUGS("AudioEngine") << "removeAudioData" << llendl;
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chan->cleanup();
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mAllSources.erase(iter2++);
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}
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delete sourcep;
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mAllSources.erase(iter2++);
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}
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else
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++iter2;
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@@ -1043,7 +1003,7 @@ void LLAudioEngine::cleanupAudioSource(LLAudioSource *asp)
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iter = mAllSources.find(asp->getID());
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if (iter == mAllSources.end())
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{
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llwarns << "Cleaning up unknown audio source!" << llendl;
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LL_WARNS("AudioEngine") << "Cleaning up unknown audio source!" << llendl;
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return;
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}
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delete asp;
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@@ -1264,7 +1224,7 @@ void LLAudioEngine::startNextTransfer()
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if (asset_id.notNull())
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{
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llinfos << "Getting asset data for: " << asset_id << llendl;
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LL_DEBUGS("AudioEngine") << "Getting asset data for: " << asset_id << llendl;
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gAudiop->mCurrentTransfer = asset_id;
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gAudiop->mCurrentTransferTimer.reset();
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gAssetStorage->getAssetData(asset_id, LLAssetType::AT_SOUND,
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@@ -1282,7 +1242,7 @@ void LLAudioEngine::assetCallback(LLVFS *vfs, const LLUUID &uuid, LLAssetType::E
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{
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if (result_code)
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{
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llinfos << "Boom, error in audio file transfer: " << LLAssetStorage::getErrorString( result_code ) << " (" << result_code << ")" << llendl;
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LL_INFOS("AudioEngine") << "Boom, error in audio file transfer: " << LLAssetStorage::getErrorString( result_code ) << " (" << result_code << ")" << llendl;
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// Need to mark data as bad to avoid constant rerequests.
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LLAudioData *adp = gAudiop->getAudioData(uuid);
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if (adp)
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@@ -1299,7 +1259,7 @@ void LLAudioEngine::assetCallback(LLVFS *vfs, const LLUUID &uuid, LLAssetType::E
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if (!adp)
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{
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// Should never happen
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llwarns << "Got asset callback without audio data for " << uuid << llendl;
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LL_WARNS("AudioEngine") << "Got asset callback without audio data for " << uuid << llendl;
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}
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else
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{
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@@ -1360,8 +1320,7 @@ LLAudioSource::~LLAudioSource()
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if (mChannelp)
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{
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// Stop playback of this sound
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mChannelp->setSource(NULL);
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setChannel(NULL);
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mChannelp->cleanup();
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}
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}
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@@ -1404,7 +1363,7 @@ void LLAudioSource::update()
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}
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else if (adp->hasCompletedDecode()) // Only mark corrupted after decode is done
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{
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llwarns << "Marking LLAudioSource corrupted for " << adp->getID() << llendl;
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LL_WARNS("AudioEngine") << "Marking LLAudioSource corrupted for " << adp->getID() << llendl;
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mCorrupted = true ;
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}
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}
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@@ -1475,7 +1434,6 @@ bool LLAudioSource::play(const LLUUID &audio_uuid)
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if (getChannel())
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{
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getChannel()->setSource(NULL);
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setChannel(NULL);
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if (!isMuted())
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{
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mCurrentDatap = NULL;
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@@ -1729,11 +1687,16 @@ LLAudioChannel::~LLAudioChannel()
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{
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// Need to disconnect any sources which are using this channel.
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//llinfos << "Cleaning up audio channel" << llendl;
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if (mCurrentSourcep)
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{
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cleanup();
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}
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void LLAudioChannel::cleanup()
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{
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if(mCurrentSourcep)
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mCurrentSourcep->setChannel(NULL);
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}
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mCurrentBufferp = NULL;
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mCurrentSourcep = NULL;
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mWaiting = false;
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}
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@@ -1744,22 +1707,21 @@ void LLAudioChannel::setSource(LLAudioSource *sourcep)
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if (!sourcep)
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{
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// Clearing the source for this channel, don't need to do anything.
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//llinfos << "Clearing source for channel" << llendl;
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LL_DEBUGS("AudioEngine") << "Clearing source for channel" << llendl;
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cleanup();
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mCurrentSourcep = NULL;
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mWaiting = false;
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return;
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}
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if (sourcep == mCurrentSourcep)
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{
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// Don't reallocate the channel, this will make FMOD goofy.
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//llinfos << "Calling setSource with same source!" << llendl;
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LL_DEBUGS("AudioEngine") << "Calling setSource with same source!" << llendl;
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}
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cleanup();
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mCurrentSourcep = sourcep;
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mCurrentSourcep->setChannel(this);
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updateBuffer();
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update3DPosition();
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}
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@@ -1796,7 +1758,10 @@ bool LLAudioChannel::updateBuffer()
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// The source changed what buffer it's playing. We need to clean up
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// the existing channel
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//
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LLAudioSource* source = mCurrentSourcep;
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cleanup();
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mCurrentSourcep = source;
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mCurrentSourcep->setChannel(this);
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mCurrentBufferp = bufferp;
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if (bufferp)
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@@ -1856,7 +1821,7 @@ bool LLAudioData::load()
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if (mBufferp)
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{
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// We already have this sound in a buffer, don't do anything.
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llinfos << "Already have a buffer for this sound, don't bother loading!" << llendl;
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LL_INFOS("AudioEngine") << "Already have a buffer for this sound, don't bother loading!" << llendl;
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return true;
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}
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@@ -1864,7 +1829,7 @@ bool LLAudioData::load()
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if (!mBufferp)
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{
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// No free buffers, abort.
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lldebugs << "Not able to allocate a new audio buffer, aborting." << llendl;
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LL_DEBUGS("AudioEngine") << "Not able to allocate a new audio buffer, aborting." << llendl;
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return false;
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}
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