Add comments regarding the colors and meanings of sound beacons.
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@@ -2818,7 +2818,7 @@ void LLPipeline::postSort(LLCamera& camera)
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LLAudioChannel* channel = sourcep->getChannel();
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LLAudioChannel* channel = sourcep->getChannel();
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bool const is_playing = channel && channel->isPlaying();
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bool const is_playing = channel && channel->isPlaying();
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S32 width = 2;
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S32 width = 2;
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LLColor4 color = LLColor4(0.f, 0.f, 1.f, 0.5f);
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LLColor4 color = LLColor4(0.f, 0.f, 1.f, 0.5f); // Blue: Not playing and not muted.
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if (is_playing)
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if (is_playing)
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{
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{
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static const LLCachedControl<S32> debug_beacon_line_width("DebugBeaconLineWidth",1);
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static const LLCachedControl<S32> debug_beacon_line_width("DebugBeaconLineWidth",1);
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@@ -2826,21 +2826,21 @@ void LLPipeline::postSort(LLCamera& camera)
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F32 gain = sourcep->getGain() * channel->getSecondaryGain();
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F32 gain = sourcep->getGain() * channel->getSecondaryGain();
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if (gain == 0.f)
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if (gain == 0.f)
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{
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{
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color = LLColor4(1.f, 0.f, 0.f, 0.5f);
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color = LLColor4(1.f, 0.f, 0.f, 0.5f); // Red: Playing with gain == 0. This sucks up CPU, these should be muted.
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}
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}
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else if (gain == 1.f)
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else if (gain == 1.f)
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{
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{
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color = LLColor4(0.f, 1.f, 0.f, 0.5f);
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color = LLColor4(0.f, 1.f, 0.f, 0.5f); // Green: Playing with gain == 1.
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width = debug_beacon_line_width;
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width = debug_beacon_line_width;
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}
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}
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else
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else
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{
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{
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color = LLColor4(1.f, 1.f, 0.f, 0.5f);
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color = LLColor4(1.f, 1.f, 0.f, 0.5f); // Yellow: Playing with 0 < gain < 1.
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width = 1 + gain * (debug_beacon_line_width - 1);
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width = 1 + gain * (debug_beacon_line_width - 1);
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}
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}
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}
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}
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else if (sourcep->isMuted())
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else if (sourcep->isMuted())
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color = LLColor4(0.f, 1.f, 1.f, 0.5f);
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color = LLColor4(0.f, 1.f, 1.f, 0.5f); // Cyan: Muted sound source.
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gObjectList.addDebugBeacon(pos, "", color, LLColor4(1.f, 1.f, 1.f, 0.5f), width);
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gObjectList.addDebugBeacon(pos, "", color, LLColor4(1.f, 1.f, 1.f, 0.5f), width);
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}
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}
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//</NewShinyStuff>
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//</NewShinyStuff>
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