Files
SingularityViewer/indra/newview/llvieweraudio.cpp
2015-05-15 03:51:57 -04:00

269 lines
12 KiB
C++

/**
* @file llvieweraudio.cpp
* @brief Audio functions that used to be in viewer.cpp
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llaudioengine.h"
#include "llagent.h"
#include "llagentcamera.h"
#include "llappviewer.h"
#include "llvieweraudio.h"
#include "llviewercamera.h"
#include "llviewercontrol.h"
#include "llviewerwindow.h"
#include "llvoavatarself.h" //For mInAir
#include "llvoiceclient.h"
#include "llviewermedia.h"
/////////////////////////////////////////////////////////
void precache_audio()
{
static bool already_precached = false;
if(already_precached)
return;
already_precached = true;
// load up our initial set of sounds we'll want so they're in memory and ready to be played
if (gAudiop && !gSavedSettings.getBOOL("MuteAudio") && !gSavedSettings.getBOOL("NoPreload"))
{
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndAlert")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndBadKeystroke")));
//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndChatFromObject")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndClick")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndClickRelease")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndHealthReductionF")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndHealthReductionM")));
//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndIncomingChat")));
//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndIncomingIM")));
//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInvApplyToObject")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInvalidOp")));
//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInventoryCopyToInv")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndMoneyChangeDown")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndMoneyChangeUp")));
//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectCopyToInv")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectCreate")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectDelete")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectRezIn")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectRezOut")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuAppear")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuHide")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight0")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight1")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight2")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight3")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight4")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight5")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight6")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight7")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndSnapshot")));
//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartAutopilot")));
//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartFollowpilot")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartIM")));
//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStopAutopilot")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTeleportOut")));
//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTextureApplyToObject")));
//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTextureCopyToInv")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTyping")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndWindowClose")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndWindowOpen")));
gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndRestart")));
}
}
void audio_update_volume( bool wind_fade )
{
static const LLCachedControl<F32> master_volume("AudioLevelMaster",1.0);
static const LLCachedControl<F32> audio_level_sfx("AudioLevelSFX",1.0);
static const LLCachedControl<F32> audio_level_ui("AudioLevelUI",1.0);
static const LLCachedControl<F32> audio_level_ambient("AudioLevelAmbient",1.0);
static const LLCachedControl<F32> audio_level_music("AudioLevelMusic",1.0);
static const LLCachedControl<F32> audio_level_media("AudioLevelMedia",1.0);
static const LLCachedControl<F32> audio_level_voice("AudioLevelVoice",1.0);
static const LLCachedControl<F32> audio_level_mic("AudioLevelMic",1.0);
static const LLCachedControl<bool> _mute_audio("MuteAudio",false);
static const LLCachedControl<bool> mute_sounds("MuteSounds",false);
static const LLCachedControl<bool> mute_ui("MuteUI",false);
static const LLCachedControl<bool> mute_ambient("MuteAmbient",false);
static const LLCachedControl<bool> mute_music("MuteMusic",false);
static const LLCachedControl<bool> mute_media("MuteMedia",false);
static const LLCachedControl<bool> mute_voice("MuteVoice",false);
static const LLCachedControl<bool> mute_when_minimized("MuteWhenMinimized",true);
static const LLCachedControl<F32> audio_level_doppler("AudioLevelDoppler",1.0);
static const LLCachedControl<F32> audio_level_rolloff("AudioLevelRolloff",1.0);
static const LLCachedControl<F32> audio_level_underwater_rolloff("AudioLevelUnderwaterRolloff",3.0);
BOOL mute_audio = _mute_audio;
if (!gViewerWindow->getActive() && mute_when_minimized)
{
mute_audio = TRUE;
}
F32 mute_volume = mute_audio ? 0.0f : 1.0f;
// Sound Effects
if (gAudiop)
{
gAudiop->setMasterGain ( master_volume );
gAudiop->setDopplerFactor(audio_level_doppler);
if(!LLViewerCamera::getInstance()->cameraUnderWater())
gAudiop->setRolloffFactor( audio_level_rolloff );
else
gAudiop->setRolloffFactor( audio_level_underwater_rolloff );
gAudiop->setMuted(mute_audio);
// handle secondary gains
gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_SFX,
mute_sounds ? 0.f : audio_level_sfx);
gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_UI,
mute_ui ? 0.f : audio_level_ui);
gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_AMBIENT,
mute_ambient ? 0.f : audio_level_ambient);
audio_update_wind(wind_fade);
}
// Streaming Music
if (gAudiop)
{
F32 music_volume = mute_volume * master_volume * (audio_level_music*audio_level_music);
gAudiop->setInternetStreamGain ( mute_music ? 0.f : music_volume );
}
// Streaming Media
F32 media_volume = mute_volume * master_volume * (audio_level_media*audio_level_media);
LLViewerMedia::setVolume( mute_media ? 0.0f : media_volume );
// Voice
if (LLVoiceClient::instanceExists())
{
F32 voice_volume = mute_volume * master_volume * audio_level_voice;
LLVoiceClient::getInstance()->setVoiceVolume(mute_voice ? 0.f : voice_volume);
LLVoiceClient::getInstance()->setMicGain(mute_voice ? 0.f : audio_level_mic);
if (!gViewerWindow->getActive() && mute_when_minimized)
{
LLVoiceClient::getInstance()->setMuteMic(true);
}
else
{
LLVoiceClient::getInstance()->setMuteMic(false);
}
}
}
void audio_update_listener()
{
if (gAudiop)
{
// update listener position because agent has moved
LLVector3d lpos_global = gAgentCamera.getCameraPositionGlobal();
LLVector3 lpos_global_f;
lpos_global_f.setVec(lpos_global);
gAudiop->setListener(lpos_global_f,
// LLViewerCamera::getInstance()VelocitySmoothed,
// LLVector3::zero,
gAgent.getVelocity(), // !!! *TODO: need to replace this with smoothed velocity!
LLViewerCamera::getInstance()->getUpAxis(),
LLViewerCamera::getInstance()->getAtAxis());
}
}
void audio_update_wind(bool fade)
{
#ifdef kAUDIO_ENABLE_WIND
if(gAgent.getRegion() && gAudiop)
{
// Scale down the contribution of weather-simulation wind to the
// ambient wind noise. Wind velocity averages 3.5 m/s, with gusts to 7 m/s
// whereas steady-state avatar walk velocity is only 3.2 m/s.
// Without this the world feels desolate on first login when you are
// standing still.
static LLCachedControl<F32> wind_level("AudioLevelWind", 0.5f);
static LLCachedControl<bool> mute_audio("MuteAudio", false);
static LLCachedControl<bool> mute_ambient("MuteAmbient", false);
static LLCachedControl<F32> audio_level_master("AudioLevelMaster", 1.f);
static LLCachedControl<F32> audio_level_ambient("AudioLevelAmbient", 1.f);
LLVector3 scaled_wind_vec = gWindVec * wind_level;
// Mix in the avatar's motion, subtract because when you walk north,
// the apparent wind moves south.
LLVector3 final_wind_vec = scaled_wind_vec - gAgent.getVelocity();
// rotate the wind vector to be listener (agent) relative
gRelativeWindVec = gAgent.getFrameAgent().rotateToLocal(final_wind_vec);
// don't use the setter setMaxWindGain() because we don't
// want to screw up the fade-in on startup by setting actual source gain
// outside the fade-in.
F32 master_volume = mute_audio ? 0.f : audio_level_master;
F32 ambient_volume = mute_ambient ? 0.f : audio_level_ambient;
F32 max_wind_volume = master_volume * ambient_volume;
const F32 WIND_SOUND_TRANSITION_TIME = 2.f;
F32 volume_delta = 1.f;
if(fade)
{
// amount to change volume this frame
volume_delta = (LLFrameTimer::getFrameDeltaTimeF32() / WIND_SOUND_TRANSITION_TIME) * max_wind_volume;
}
static LLCachedControl<bool> MuteWind(gSavedSettings, "MuteWind", false);
static LLCachedControl<bool> ContinueFlying(gSavedSettings, "LiruContinueFlyingOnUnsit", false);
// mute wind entirely when the user asked or when the user is seated, but flying or just when the user is under water
if (!gAgentAvatarp || MuteWind || (ContinueFlying && gAgentAvatarp->isSitting()) || gAgentAvatarp->mBelowWater)
{
gAudiop->mMaxWindGain = 0.f;
}
// mute wind when not /*flying*/ in air
else if (/*gAgent.getFlying()*/gAgentAvatarp->mInAir)
{
// volume increases by volume_delta, up to no more than max_wind_volume
gAudiop->mMaxWindGain = llmin(gAudiop->mMaxWindGain + volume_delta, max_wind_volume);
}
else
{
// volume decreases by volume_delta, down to no less than 0
gAudiop->mMaxWindGain = llmax(gAudiop->mMaxWindGain - volume_delta, 0.f);
}
gAudiop->updateWind(gRelativeWindVec, gAgentCamera.getCameraPositionAgent()[VZ] - gAgent.getRegion()->getWaterHeight());
}
#endif
}