Changing the rolloff settings now immediately apply (with fmodex). Also added AudioLevelUnderwaterRolloff now that the underwater rolloff 3d setting doesnt immediately get clobbered. Also, divvied up sound channels into channelgroups if using the fmod profiler, so it actually has useful info to show now.
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@@ -72,6 +72,8 @@ bool attemptDelayLoad()
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FMOD_RESULT F_CALLBACK windCallback(FMOD_DSP_STATE *dsp_state, float *inbuffer, float *outbuffer, unsigned int length, int inchannels, int outchannels);
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FMOD::ChannelGroup *LLAudioEngine_FMODEX::mChannelGroups[LLAudioEngine::AUDIO_TYPE_COUNT] = {0};
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LLAudioEngine_FMODEX::LLAudioEngine_FMODEX(bool enable_profiler)
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{
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mInited = false;
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@@ -207,7 +209,13 @@ bool LLAudioEngine_FMODEX::init(const S32 num_channels, void* userdata)
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U32 fmod_flags = FMOD_INIT_NORMAL;
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if(mEnableProfiler)
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{
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fmod_flags |= FMOD_INIT_ENABLE_PROFILE;
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mSystem->createChannelGroup("None", &mChannelGroups[AUDIO_TYPE_NONE]);
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mSystem->createChannelGroup("SFX", &mChannelGroups[AUDIO_TYPE_SFX]);
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mSystem->createChannelGroup("UI", &mChannelGroups[AUDIO_TYPE_UI]);
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mSystem->createChannelGroup("Ambient", &mChannelGroups[AUDIO_TYPE_AMBIENT]);
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}
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#if LL_LINUX
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bool audio_ok = false;
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@@ -639,6 +647,9 @@ void LLAudioChannelFMODEX::play()
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Check_FMOD_Error(mChannelp->setPaused(false), "FMOD::Channel::pause");
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getSource()->setPlayedOnce(true);
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if(LLAudioEngine_FMODEX::mChannelGroups[getSource()->getType()])
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mChannelp->setChannelGroup(LLAudioEngine_FMODEX::mChannelGroups[getSource()->getType()]);
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}
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