1900 lines
38 KiB
C++
1900 lines
38 KiB
C++
/**
|
|
* @file audioengine.cpp
|
|
* @brief implementation of LLAudioEngine class abstracting the Open
|
|
* AL audio support
|
|
*
|
|
* $LicenseInfo:firstyear=2000&license=viewergpl$
|
|
*
|
|
* Copyright (c) 2000-2009, 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 "linden_common.h"
|
|
|
|
#include "llaudioengine.h"
|
|
#include "llstreamingaudio.h"
|
|
|
|
#include "llerror.h"
|
|
#include "llmath.h"
|
|
|
|
#include "sound_ids.h" // temporary hack for min/max distances
|
|
|
|
#include "llvfs.h"
|
|
#include "lldir.h"
|
|
#include "llaudiodecodemgr.h"
|
|
#include "llassetstorage.h"
|
|
|
|
|
|
// necessary for grabbing sounds from sim (implemented in viewer)
|
|
extern void request_sound(const LLUUID &sound_guid);
|
|
|
|
LLAudioEngine* gAudiop = NULL;
|
|
|
|
int gSoundHistoryPruneCounter = 0;
|
|
|
|
//
|
|
// LLAudioEngine implementation
|
|
//
|
|
|
|
|
|
LLAudioEngine::LLAudioEngine()
|
|
{
|
|
setDefaults();
|
|
}
|
|
|
|
|
|
LLAudioEngine::~LLAudioEngine()
|
|
{
|
|
}
|
|
|
|
LLStreamingAudioInterface* LLAudioEngine::getStreamingAudioImpl()
|
|
{
|
|
return mStreamingAudioImpl;
|
|
}
|
|
|
|
void LLAudioEngine::setStreamingAudioImpl(LLStreamingAudioInterface *impl)
|
|
{
|
|
mStreamingAudioImpl = impl;
|
|
}
|
|
|
|
void LLAudioEngine::setDefaults()
|
|
{
|
|
mMaxWindGain = 1.f;
|
|
|
|
mListenerp = NULL;
|
|
|
|
mMuted = false;
|
|
mUserData = NULL;
|
|
|
|
mLastStatus = 0;
|
|
|
|
mNumChannels = 0;
|
|
mEnableWind = false;
|
|
|
|
S32 i;
|
|
for (i = 0; i < MAX_CHANNELS; i++)
|
|
{
|
|
mChannels[i] = NULL;
|
|
}
|
|
for (i = 0; i < MAX_BUFFERS; i++)
|
|
{
|
|
mBuffers[i] = NULL;
|
|
}
|
|
|
|
mMasterGain = 1.f;
|
|
mInternalGain = 0.f;
|
|
mNextWindUpdate = 0.f;
|
|
|
|
mStreamingAudioImpl = NULL;
|
|
|
|
for (U32 i = 0; i < LLAudioEngine::AUDIO_TYPE_COUNT; i++)
|
|
mSecondaryGain[i] = 1.0f;
|
|
}
|
|
|
|
|
|
bool LLAudioEngine::init(const S32 num_channels, void* userdata)
|
|
{
|
|
setDefaults();
|
|
|
|
mNumChannels = num_channels;
|
|
mUserData = userdata;
|
|
|
|
allocateListener();
|
|
|
|
// Initialize the decode manager
|
|
gAudioDecodeMgrp = new LLAudioDecodeMgr;
|
|
|
|
llinfos << "LLAudioEngine::init() AudioEngine successfully initialized" << llendl;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void LLAudioEngine::shutdown()
|
|
{
|
|
// Clean up decode manager
|
|
delete gAudioDecodeMgrp;
|
|
gAudioDecodeMgrp = NULL;
|
|
|
|
// Clean up wind source
|
|
cleanupWind();
|
|
|
|
// Clean up audio sources
|
|
source_map::iterator iter_src;
|
|
for (iter_src = mAllSources.begin(); iter_src != mAllSources.end(); iter_src++)
|
|
{
|
|
delete iter_src->second;
|
|
}
|
|
|
|
|
|
// Clean up audio data
|
|
data_map::iterator iter_data;
|
|
for (iter_data = mAllData.begin(); iter_data != mAllData.end(); iter_data++)
|
|
{
|
|
delete iter_data->second;
|
|
}
|
|
|
|
|
|
// Clean up channels
|
|
S32 i;
|
|
for (i = 0; i < MAX_CHANNELS; i++)
|
|
{
|
|
delete mChannels[i];
|
|
mChannels[i] = NULL;
|
|
}
|
|
|
|
// Clean up buffers
|
|
for (i = 0; i < MAX_BUFFERS; i++)
|
|
{
|
|
delete mBuffers[i];
|
|
mBuffers[i] = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
// virtual
|
|
void LLAudioEngine::startInternetStream(const std::string& url)
|
|
{
|
|
if (mStreamingAudioImpl)
|
|
mStreamingAudioImpl->start(url);
|
|
}
|
|
|
|
|
|
// virtual
|
|
void LLAudioEngine::stopInternetStream()
|
|
{
|
|
if (mStreamingAudioImpl)
|
|
mStreamingAudioImpl->stop();
|
|
}
|
|
|
|
// virtual
|
|
void LLAudioEngine::pauseInternetStream(int pause)
|
|
{
|
|
if (mStreamingAudioImpl)
|
|
mStreamingAudioImpl->pause(pause);
|
|
}
|
|
|
|
// virtual
|
|
void LLAudioEngine::updateInternetStream()
|
|
{
|
|
if (mStreamingAudioImpl)
|
|
mStreamingAudioImpl->update();
|
|
}
|
|
|
|
// virtual
|
|
int LLAudioEngine::isInternetStreamPlaying()
|
|
{
|
|
if (mStreamingAudioImpl)
|
|
return mStreamingAudioImpl->isPlaying();
|
|
|
|
return 0; // Stopped
|
|
}
|
|
|
|
|
|
// virtual
|
|
void LLAudioEngine::setInternetStreamGain(F32 vol)
|
|
{
|
|
if (mStreamingAudioImpl)
|
|
mStreamingAudioImpl->setGain(vol);
|
|
}
|
|
|
|
// virtual
|
|
std::string LLAudioEngine::getInternetStreamURL()
|
|
{
|
|
if (mStreamingAudioImpl)
|
|
return mStreamingAudioImpl->getURL();
|
|
else return std::string();
|
|
}
|
|
|
|
|
|
void LLAudioEngine::updateChannels()
|
|
{
|
|
S32 i;
|
|
for (i = 0; i < MAX_CHANNELS; i++)
|
|
{
|
|
if (mChannels[i])
|
|
{
|
|
mChannels[i]->updateBuffer();
|
|
mChannels[i]->update3DPosition();
|
|
mChannels[i]->updateLoop();
|
|
}
|
|
}
|
|
}
|
|
|
|
static const F32 default_max_decode_time = .002f; // 2 ms
|
|
void LLAudioEngine::idle(F32 max_decode_time)
|
|
{
|
|
if (max_decode_time <= 0.f)
|
|
{
|
|
max_decode_time = default_max_decode_time;
|
|
}
|
|
|
|
// "Update" all of our audio sources, clean up dead ones.
|
|
// Primarily does position updating, cleanup of unused audio sources.
|
|
// Also does regeneration of the current priority of each audio source.
|
|
|
|
S32 i;
|
|
for (i = 0; i < MAX_BUFFERS; i++)
|
|
{
|
|
if (mBuffers[i])
|
|
{
|
|
mBuffers[i]->mInUse = false;
|
|
}
|
|
}
|
|
|
|
F32 max_priority = -1.f;
|
|
LLAudioSource *max_sourcep = NULL; // Maximum priority source without a channel
|
|
source_map::iterator iter;
|
|
for (iter = mAllSources.begin(); iter != mAllSources.end();)
|
|
{
|
|
LLAudioSource *sourcep = iter->second;
|
|
|
|
// Update this source
|
|
sourcep->update();
|
|
sourcep->updatePriority();
|
|
|
|
if (sourcep->isDone())
|
|
{
|
|
// The source is done playing, clean it up.
|
|
delete sourcep;
|
|
mAllSources.erase(iter++);
|
|
continue;
|
|
}
|
|
|
|
if (sourcep->isMuted())
|
|
{
|
|
++iter;
|
|
continue;
|
|
}
|
|
|
|
if (!sourcep->getChannel() && sourcep->getCurrentBuffer())
|
|
{
|
|
// We could potentially play this sound if its priority is high enough.
|
|
if (sourcep->getPriority() > max_priority)
|
|
{
|
|
max_priority = sourcep->getPriority();
|
|
max_sourcep = sourcep;
|
|
}
|
|
}
|
|
|
|
// Move on to the next source
|
|
iter++;
|
|
}
|
|
|
|
// Now, do priority-based organization of audio sources.
|
|
// All channels used, check priorities.
|
|
// Find channel with lowest priority
|
|
if (max_sourcep)
|
|
{
|
|
LLAudioChannel *channelp = getFreeChannel(max_priority);
|
|
if (channelp)
|
|
{
|
|
//llinfos << "Replacing source in channel due to priority!" << llendl;
|
|
max_sourcep->setChannel(channelp);
|
|
channelp->setSource(max_sourcep);
|
|
if (max_sourcep->isSyncSlave())
|
|
{
|
|
// A sync slave, it doesn't start playing until it's synced up with the master.
|
|
// Flag this channel as waiting for sync, and return true.
|
|
channelp->setWaiting(true);
|
|
}
|
|
else
|
|
{
|
|
channelp->setWaiting(false);
|
|
channelp->play();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Do this BEFORE we update the channels
|
|
// Update the channels to sync up with any changes that the source made,
|
|
// such as changing what sound was playing.
|
|
updateChannels();
|
|
|
|
// Update queued sounds (switch to next queued data if the current has finished playing)
|
|
for (iter = mAllSources.begin(); iter != mAllSources.end(); ++iter)
|
|
{
|
|
// This is lame, instead of this I could actually iterate through all the sources
|
|
// attached to each channel, since only those with active channels
|
|
// can have anything interesting happen with their queue? (Maybe not true)
|
|
LLAudioSource *sourcep = iter->second;
|
|
if (!sourcep->mQueuedDatap || sourcep->isMuted())
|
|
{
|
|
// Muted, or nothing queued, so we don't care.
|
|
continue;
|
|
}
|
|
|
|
LLAudioChannel *channelp = sourcep->getChannel();
|
|
if (!channelp)
|
|
{
|
|
// This sound isn't playing, so we just process move the queue
|
|
sourcep->mCurrentDatap = sourcep->mQueuedDatap;
|
|
sourcep->mQueuedDatap = NULL;
|
|
|
|
// Reset the timer so the source doesn't die.
|
|
sourcep->mAgeTimer.reset();
|
|
// Make sure we have the buffer set up if we just decoded the data
|
|
if (sourcep->mCurrentDatap)
|
|
{
|
|
updateBufferForData(sourcep->mCurrentDatap);
|
|
}
|
|
|
|
// Actually play the associated data.
|
|
sourcep->setupChannel();
|
|
channelp = sourcep->getChannel();
|
|
if (channelp)
|
|
{
|
|
channelp->updateBuffer();
|
|
sourcep->getChannel()->play();
|
|
}
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// Check to see if the current sound is done playing, or looped.
|
|
if (!channelp->isPlaying())
|
|
{
|
|
sourcep->mCurrentDatap = sourcep->mQueuedDatap;
|
|
sourcep->mQueuedDatap = NULL;
|
|
|
|
// Reset the timer so the source doesn't die.
|
|
sourcep->mAgeTimer.reset();
|
|
|
|
// Make sure we have the buffer set up if we just decoded the data
|
|
if (sourcep->mCurrentDatap)
|
|
{
|
|
updateBufferForData(sourcep->mCurrentDatap);
|
|
}
|
|
|
|
// Actually play the associated data.
|
|
sourcep->setupChannel();
|
|
channelp->updateBuffer();
|
|
sourcep->getChannel()->play();
|
|
}
|
|
else if (sourcep->isLoop())
|
|
{
|
|
// It's a loop, we need to check and see if we're done with it.
|
|
if (channelp->mLoopedThisFrame)
|
|
{
|
|
sourcep->mCurrentDatap = sourcep->mQueuedDatap;
|
|
sourcep->mQueuedDatap = NULL;
|
|
|
|
// Actually, should do a time sync so if we're a loop master/slave
|
|
// we don't drift away.
|
|
sourcep->setupChannel();
|
|
sourcep->getChannel()->play();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Lame, update the channels AGAIN.
|
|
// Update the channels to sync up with any changes that the source made,
|
|
// such as changing what sound was playing.
|
|
updateChannels();
|
|
|
|
// Hack! For now, just use a global sync master;
|
|
LLAudioSource *sync_masterp = NULL;
|
|
LLAudioChannel *master_channelp = NULL;
|
|
F32 max_sm_priority = -1.f;
|
|
for (iter = mAllSources.begin(); iter != mAllSources.end(); ++iter)
|
|
{
|
|
LLAudioSource *sourcep = iter->second;
|
|
if (sourcep->isMuted())
|
|
{
|
|
continue;
|
|
}
|
|
if (sourcep->isSyncMaster())
|
|
{
|
|
if (sourcep->getPriority() > max_sm_priority)
|
|
{
|
|
sync_masterp = sourcep;
|
|
master_channelp = sync_masterp->getChannel();
|
|
max_sm_priority = sourcep->getPriority();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (master_channelp && master_channelp->mLoopedThisFrame)
|
|
{
|
|
// Synchronize loop slaves with their masters
|
|
// Update queued sounds (switch to next queued data if the current has finished playing)
|
|
for (iter = mAllSources.begin(); iter != mAllSources.end(); ++iter)
|
|
{
|
|
LLAudioSource *sourcep = iter->second;
|
|
|
|
if (!sourcep->isSyncSlave())
|
|
{
|
|
// Not a loop slave, we don't need to do anything
|
|
continue;
|
|
}
|
|
|
|
LLAudioChannel *channelp = sourcep->getChannel();
|
|
if (!channelp)
|
|
{
|
|
// Not playing, don't need to bother.
|
|
continue;
|
|
}
|
|
|
|
if (!channelp->isPlaying())
|
|
{
|
|
// Now we need to check if our loop master has just looped, and
|
|
// start playback if that's the case.
|
|
if (sync_masterp->getChannel())
|
|
{
|
|
channelp->playSynced(master_channelp);
|
|
channelp->setWaiting(false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sync up everything that the audio engine needs done.
|
|
commitDeferredChanges();
|
|
|
|
// Flush unused buffers that are stale enough
|
|
for (i = 0; i < MAX_BUFFERS; i++)
|
|
{
|
|
if (mBuffers[i])
|
|
{
|
|
if (!mBuffers[i]->mInUse && mBuffers[i]->mLastUseTimer.getElapsedTimeF32() > 30.f)
|
|
{
|
|
//llinfos << "Flushing unused buffer!" << llendl;
|
|
mBuffers[i]->mAudioDatap->mBufferp = NULL;
|
|
delete mBuffers[i];
|
|
mBuffers[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Clear all of the looped flags for the channels
|
|
for (i = 0; i < MAX_CHANNELS; i++)
|
|
{
|
|
if (mChannels[i])
|
|
{
|
|
mChannels[i]->mLoopedThisFrame = false;
|
|
}
|
|
}
|
|
|
|
// Decode audio files
|
|
gAudioDecodeMgrp->processQueue(max_decode_time);
|
|
|
|
// Call this every frame, just in case we somehow
|
|
// missed picking it up in all the places that can add
|
|
// or request new data.
|
|
startNextTransfer();
|
|
|
|
updateInternetStream();
|
|
}
|
|
|
|
|
|
|
|
bool LLAudioEngine::updateBufferForData(LLAudioData *adp, const LLUUID &audio_uuid)
|
|
{
|
|
if (!adp)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Update the audio buffer first - load a sound if we have it.
|
|
// Note that this could potentially cause us to waste time updating buffers
|
|
// for sounds that actually aren't playing, although this should be mitigated
|
|
// by the fact that we limit the number of buffers, and we flush buffers based
|
|
// on priority.
|
|
if (!adp->getBuffer())
|
|
{
|
|
if (adp->hasDecodedData())
|
|
{
|
|
adp->load();
|
|
}
|
|
else if (adp->hasLocalData())
|
|
{
|
|
if (audio_uuid.notNull())
|
|
{
|
|
gAudioDecodeMgrp->addDecodeRequest(audio_uuid);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
void LLAudioEngine::enableWind(bool enable)
|
|
{
|
|
if (enable && (!mEnableWind))
|
|
{
|
|
mEnableWind = initWind();
|
|
}
|
|
else if (mEnableWind && (!enable))
|
|
{
|
|
mEnableWind = false;
|
|
cleanupWind();
|
|
}
|
|
}
|
|
|
|
|
|
LLAudioBuffer * LLAudioEngine::getFreeBuffer()
|
|
{
|
|
S32 i;
|
|
for (i = 0; i < MAX_BUFFERS; i++)
|
|
{
|
|
if (!mBuffers[i])
|
|
{
|
|
mBuffers[i] = createBuffer();
|
|
return mBuffers[i];
|
|
}
|
|
}
|
|
|
|
|
|
// Grab the oldest unused buffer
|
|
F32 max_age = -1.f;
|
|
S32 buffer_id = -1;
|
|
for (i = 0; i < MAX_BUFFERS; i++)
|
|
{
|
|
if (mBuffers[i])
|
|
{
|
|
if (!mBuffers[i]->mInUse)
|
|
{
|
|
if (mBuffers[i]->mLastUseTimer.getElapsedTimeF32() > max_age)
|
|
{
|
|
max_age = mBuffers[i]->mLastUseTimer.getElapsedTimeF32();
|
|
buffer_id = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (buffer_id >= 0)
|
|
{
|
|
llinfos << "Taking over unused buffer " << buffer_id << llendl;
|
|
//llinfos << "Flushing unused buffer!" << llendl;
|
|
mBuffers[buffer_id]->mAudioDatap->mBufferp = NULL;
|
|
delete mBuffers[buffer_id];
|
|
mBuffers[buffer_id] = createBuffer();
|
|
return mBuffers[buffer_id];
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
LLAudioChannel * LLAudioEngine::getFreeChannel(const F32 priority)
|
|
{
|
|
S32 i;
|
|
for (i = 0; i < mNumChannels; i++)
|
|
{
|
|
if (!mChannels[i])
|
|
{
|
|
// No channel allocated here, use it.
|
|
mChannels[i] = createChannel();
|
|
return mChannels[i];
|
|
}
|
|
else
|
|
{
|
|
// Channel is allocated but not playing right now, use it.
|
|
if (!mChannels[i]->isPlaying() && !mChannels[i]->isWaiting())
|
|
{
|
|
mChannels[i]->cleanup();
|
|
if (mChannels[i]->getSource())
|
|
{
|
|
mChannels[i]->getSource()->setChannel(NULL);
|
|
}
|
|
return mChannels[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
// All channels used, check priorities.
|
|
// Find channel with lowest priority and see if we want to replace it.
|
|
F32 min_priority = 10000.f;
|
|
LLAudioChannel *min_channelp = NULL;
|
|
|
|
for (i = 0; i < mNumChannels; i++)
|
|
{
|
|
LLAudioChannel *channelp = mChannels[i];
|
|
LLAudioSource *sourcep = channelp->getSource();
|
|
if (sourcep->getPriority() < min_priority)
|
|
{
|
|
min_channelp = channelp;
|
|
min_priority = sourcep->getPriority();
|
|
}
|
|
}
|
|
|
|
if (min_priority > priority || !min_channelp)
|
|
{
|
|
// All playing channels have higher priority, return.
|
|
return NULL;
|
|
}
|
|
|
|
// Flush the minimum priority channel, and return it.
|
|
min_channelp->cleanup();
|
|
min_channelp->getSource()->setChannel(NULL);
|
|
return min_channelp;
|
|
}
|
|
|
|
|
|
void LLAudioEngine::cleanupBuffer(LLAudioBuffer *bufferp)
|
|
{
|
|
S32 i;
|
|
for (i = 0; i < MAX_BUFFERS; i++)
|
|
{
|
|
if (mBuffers[i] == bufferp)
|
|
{
|
|
delete mBuffers[i];
|
|
mBuffers[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool LLAudioEngine::preloadSound(const LLUUID &uuid)
|
|
{
|
|
gAudiop->getAudioData(uuid); // We don't care about the return value, this is just to make sure
|
|
// that we have an entry, which will mean that the audio engine knows about this
|
|
|
|
if (gAudioDecodeMgrp->addDecodeRequest(uuid))
|
|
{
|
|
// This means that we do have a local copy, and we're working on decoding it.
|
|
return true;
|
|
}
|
|
|
|
// At some point we need to have the audio/asset system check the static VFS
|
|
// before it goes off and fetches stuff from the server.
|
|
//llwarns << "Used internal preload for non-local sound" << llendl;
|
|
return false;
|
|
}
|
|
|
|
|
|
bool LLAudioEngine::isWindEnabled()
|
|
{
|
|
return mEnableWind;
|
|
}
|
|
|
|
|
|
void LLAudioEngine::setMuted(bool muted)
|
|
{
|
|
if (muted != mMuted)
|
|
{
|
|
mMuted = muted;
|
|
setMasterGain(mMasterGain);
|
|
}
|
|
enableWind(!mMuted);
|
|
}
|
|
|
|
void LLAudioEngine::setMasterGain(const F32 gain)
|
|
{
|
|
mMasterGain = gain;
|
|
F32 internal_gain = getMuted() ? 0.f : gain;
|
|
if (internal_gain != mInternalGain)
|
|
{
|
|
mInternalGain = internal_gain;
|
|
setInternalGain(mInternalGain);
|
|
}
|
|
}
|
|
|
|
F32 LLAudioEngine::getMasterGain()
|
|
{
|
|
return mMasterGain;
|
|
}
|
|
|
|
void LLAudioEngine::setSecondaryGain(S32 type, F32 gain)
|
|
{
|
|
llassert(type < LLAudioEngine::AUDIO_TYPE_COUNT);
|
|
|
|
mSecondaryGain[type] = gain;
|
|
}
|
|
|
|
F32 LLAudioEngine::getSecondaryGain(S32 type)
|
|
{
|
|
return mSecondaryGain[type];
|
|
}
|
|
|
|
F32 LLAudioEngine::getInternetStreamGain()
|
|
{
|
|
if (mStreamingAudioImpl)
|
|
return mStreamingAudioImpl->getGain();
|
|
else
|
|
return 1.0f;
|
|
}
|
|
|
|
void LLAudioEngine::setMaxWindGain(F32 gain)
|
|
{
|
|
mMaxWindGain = gain;
|
|
}
|
|
|
|
|
|
F64 LLAudioEngine::mapWindVecToGain(LLVector3 wind_vec)
|
|
{
|
|
F64 gain = 0.0;
|
|
|
|
gain = wind_vec.magVec();
|
|
|
|
if (gain)
|
|
{
|
|
if (gain > 20)
|
|
{
|
|
gain = 20;
|
|
}
|
|
gain = gain/20.0;
|
|
}
|
|
|
|
return (gain);
|
|
}
|
|
|
|
|
|
F64 LLAudioEngine::mapWindVecToPitch(LLVector3 wind_vec)
|
|
{
|
|
LLVector3 listen_right;
|
|
F64 theta;
|
|
|
|
// Wind frame is in listener-relative coordinates
|
|
LLVector3 norm_wind = wind_vec;
|
|
norm_wind.normVec();
|
|
listen_right.setVec(1.0,0.0,0.0);
|
|
|
|
// measure angle between wind vec and listener right axis (on 0,PI)
|
|
theta = acos(norm_wind * listen_right);
|
|
|
|
// put it on 0, 1
|
|
theta /= F_PI;
|
|
|
|
// put it on [0, 0.5, 0]
|
|
if (theta > 0.5) theta = 1.0-theta;
|
|
if (theta < 0) theta = 0;
|
|
|
|
return (theta);
|
|
}
|
|
|
|
|
|
F64 LLAudioEngine::mapWindVecToPan(LLVector3 wind_vec)
|
|
{
|
|
LLVector3 listen_right;
|
|
F64 theta;
|
|
|
|
// Wind frame is in listener-relative coordinates
|
|
listen_right.setVec(1.0,0.0,0.0);
|
|
|
|
LLVector3 norm_wind = wind_vec;
|
|
norm_wind.normVec();
|
|
|
|
// measure angle between wind vec and listener right axis (on 0,PI)
|
|
theta = acos(norm_wind * listen_right);
|
|
|
|
// put it on 0, 1
|
|
theta /= F_PI;
|
|
|
|
return (theta);
|
|
}
|
|
|
|
|
|
void LLAudioEngine::triggerSound(const LLUUID &audio_uuid, const LLUUID& owner_id, const F32 gain,
|
|
// <edit>
|
|
//const S32 type, const LLVector3d &pos_global)
|
|
const S32 type, const LLVector3d &pos_global, const LLUUID source_object)
|
|
// </edit>
|
|
{
|
|
// Create a new source (since this can't be associated with an existing source.
|
|
//llinfos << "Localized: " << audio_uuid << llendl;
|
|
|
|
if (mMuted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
LLUUID source_id;
|
|
source_id.generate();
|
|
|
|
// <edit>
|
|
//LLAudioSource *asp = new LLAudioSource(source_id, owner_id, gain, type);
|
|
LLAudioSource *asp = new LLAudioSource(source_id, owner_id, gain, type, source_object, true);
|
|
// </edit>
|
|
gAudiop->addAudioSource(asp);
|
|
if (pos_global.isExactlyZero())
|
|
{
|
|
asp->setAmbient(true);
|
|
}
|
|
else
|
|
{
|
|
asp->setPositionGlobal(pos_global);
|
|
}
|
|
asp->updatePriority();
|
|
asp->play(audio_uuid);
|
|
}
|
|
|
|
|
|
void LLAudioEngine::setListenerPos(LLVector3 aVec)
|
|
{
|
|
mListenerp->setPosition(aVec);
|
|
}
|
|
|
|
|
|
LLVector3 LLAudioEngine::getListenerPos()
|
|
{
|
|
if (mListenerp)
|
|
{
|
|
return(mListenerp->getPosition());
|
|
}
|
|
else
|
|
{
|
|
return(LLVector3::zero);
|
|
}
|
|
}
|
|
|
|
|
|
void LLAudioEngine::setListenerVelocity(LLVector3 aVec)
|
|
{
|
|
mListenerp->setVelocity(aVec);
|
|
}
|
|
|
|
|
|
void LLAudioEngine::translateListener(LLVector3 aVec)
|
|
{
|
|
mListenerp->translate(aVec);
|
|
}
|
|
|
|
|
|
void LLAudioEngine::orientListener(LLVector3 up, LLVector3 at)
|
|
{
|
|
mListenerp->orient(up, at);
|
|
}
|
|
|
|
|
|
void LLAudioEngine::setListener(LLVector3 pos, LLVector3 vel, LLVector3 up, LLVector3 at)
|
|
{
|
|
mListenerp->set(pos,vel,up,at);
|
|
}
|
|
|
|
|
|
void LLAudioEngine::setDopplerFactor(F32 factor)
|
|
{
|
|
if (mListenerp)
|
|
{
|
|
mListenerp->setDopplerFactor(factor);
|
|
}
|
|
}
|
|
|
|
|
|
F32 LLAudioEngine::getDopplerFactor()
|
|
{
|
|
if (mListenerp)
|
|
{
|
|
return mListenerp->getDopplerFactor();
|
|
}
|
|
else
|
|
{
|
|
return 0.f;
|
|
}
|
|
}
|
|
|
|
|
|
void LLAudioEngine::setRolloffFactor(F32 factor)
|
|
{
|
|
if (mListenerp)
|
|
{
|
|
mListenerp->setRolloffFactor(factor);
|
|
}
|
|
}
|
|
|
|
|
|
F32 LLAudioEngine::getRolloffFactor()
|
|
{
|
|
if (mListenerp)
|
|
{
|
|
return mListenerp->getRolloffFactor();
|
|
}
|
|
else
|
|
{
|
|
return 0.f;
|
|
}
|
|
}
|
|
|
|
|
|
void LLAudioEngine::commitDeferredChanges()
|
|
{
|
|
mListenerp->commitDeferredChanges();
|
|
}
|
|
|
|
|
|
LLAudioSource * LLAudioEngine::findAudioSource(const LLUUID &source_id)
|
|
{
|
|
source_map::iterator iter;
|
|
iter = mAllSources.find(source_id);
|
|
|
|
if (iter == mAllSources.end())
|
|
{
|
|
return NULL;
|
|
}
|
|
else
|
|
{
|
|
return iter->second;
|
|
}
|
|
}
|
|
|
|
|
|
LLAudioData * LLAudioEngine::getAudioData(const LLUUID &audio_uuid)
|
|
{
|
|
data_map::iterator iter;
|
|
iter = mAllData.find(audio_uuid);
|
|
if (iter == mAllData.end())
|
|
{
|
|
// Create the new audio data
|
|
LLAudioData *adp = new LLAudioData(audio_uuid);
|
|
mAllData[audio_uuid] = adp;
|
|
return adp;
|
|
}
|
|
else
|
|
{
|
|
return iter->second;
|
|
}
|
|
}
|
|
|
|
void LLAudioEngine::removeAudioData(LLUUID &audio_uuid)
|
|
{
|
|
if(audio_uuid.isNull())
|
|
return;
|
|
data_map::iterator iter = mAllData.find(audio_uuid);
|
|
if(iter != mAllData.end())
|
|
{
|
|
|
|
for (source_map::iterator iter2 = mAllSources.begin(); iter2 != mAllSources.end();)
|
|
{
|
|
LLAudioSource *sourcep = iter2->second;
|
|
if( sourcep && sourcep->getCurrentData() && sourcep->getCurrentData()->getID() == audio_uuid )
|
|
{
|
|
LLAudioChannel* chan=sourcep->getChannel();
|
|
delete sourcep;
|
|
if(chan)
|
|
chan->cleanup();
|
|
iter2 = mAllSources.erase(iter2);
|
|
}
|
|
else
|
|
++iter2;
|
|
}
|
|
if(iter->second) //Shouldn't be null, but playing it safe.
|
|
{
|
|
LLAudioBuffer* buf=((LLAudioData*)iter->second)->getBuffer();
|
|
if(buf)
|
|
{
|
|
for (S32 i = 0; i < MAX_BUFFERS; i++)
|
|
{
|
|
if(mBuffers[i] == buf)
|
|
mBuffers[i] = NULL;
|
|
}
|
|
delete buf;
|
|
}
|
|
delete iter->second;
|
|
}
|
|
mAllData.erase(iter);
|
|
}
|
|
}
|
|
void LLAudioEngine::addAudioSource(LLAudioSource *asp)
|
|
{
|
|
mAllSources[asp->getID()] = asp;
|
|
}
|
|
|
|
|
|
void LLAudioEngine::cleanupAudioSource(LLAudioSource *asp)
|
|
{
|
|
source_map::iterator iter;
|
|
iter = mAllSources.find(asp->getID());
|
|
if (iter == mAllSources.end())
|
|
{
|
|
llwarns << "Cleaning up unknown audio source!" << llendl;
|
|
return;
|
|
}
|
|
delete asp;
|
|
mAllSources.erase(iter);
|
|
}
|
|
|
|
|
|
bool LLAudioEngine::hasDecodedFile(const LLUUID &uuid)
|
|
{
|
|
std::string uuid_str;
|
|
uuid.toString(uuid_str);
|
|
|
|
std::string wav_path;
|
|
wav_path = gDirUtilp->getExpandedFilename(LL_PATH_CACHE,uuid_str);
|
|
wav_path += ".dsf";
|
|
|
|
if (gDirUtilp->fileExists(wav_path))
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
bool LLAudioEngine::hasLocalFile(const LLUUID &uuid)
|
|
{
|
|
// See if it's in the VFS.
|
|
return gVFS->getExists(uuid, LLAssetType::AT_SOUND);
|
|
}
|
|
|
|
|
|
void LLAudioEngine::startNextTransfer()
|
|
{
|
|
//llinfos << "LLAudioEngine::startNextTransfer()" << llendl;
|
|
if (mCurrentTransfer.notNull() || getMuted())
|
|
{
|
|
//llinfos << "Transfer in progress, aborting" << llendl;
|
|
return;
|
|
}
|
|
|
|
// Get the ID for the next asset that we want to transfer.
|
|
// Pick one in the following order:
|
|
LLUUID asset_id;
|
|
S32 i;
|
|
LLAudioSource *asp = NULL;
|
|
LLAudioData *adp = NULL;
|
|
data_map::iterator data_iter;
|
|
|
|
// Check all channels for currently playing sounds.
|
|
F32 max_pri = -1.f;
|
|
for (i = 0; i < MAX_CHANNELS; i++)
|
|
{
|
|
if (!mChannels[i])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
asp = mChannels[i]->getSource();
|
|
if (!asp)
|
|
{
|
|
continue;
|
|
}
|
|
if (asp->getPriority() <= max_pri)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (asp->getPriority() <= max_pri)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
adp = asp->getCurrentData();
|
|
if (!adp)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!adp->hasLocalData() && adp->hasValidData())
|
|
{
|
|
asset_id = adp->getID();
|
|
max_pri = asp->getPriority();
|
|
}
|
|
}
|
|
|
|
// Check all channels for currently queued sounds.
|
|
if (asset_id.isNull())
|
|
{
|
|
max_pri = -1.f;
|
|
for (i = 0; i < MAX_CHANNELS; i++)
|
|
{
|
|
if (!mChannels[i])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
LLAudioSource *asp;
|
|
asp = mChannels[i]->getSource();
|
|
if (!asp)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (asp->getPriority() <= max_pri)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
adp = asp->getQueuedData();
|
|
if (!adp)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!adp->hasLocalData() && adp->hasValidData())
|
|
{
|
|
asset_id = adp->getID();
|
|
max_pri = asp->getPriority();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check all live channels for other sounds (preloads).
|
|
if (asset_id.isNull())
|
|
{
|
|
max_pri = -1.f;
|
|
for (i = 0; i < MAX_CHANNELS; i++)
|
|
{
|
|
if (!mChannels[i])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
LLAudioSource *asp;
|
|
asp = mChannels[i]->getSource();
|
|
if (!asp)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (asp->getPriority() <= max_pri)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
|
|
for (data_iter = asp->mPreloadMap.begin(); data_iter != asp->mPreloadMap.end(); data_iter++)
|
|
{
|
|
LLAudioData *adp = data_iter->second;
|
|
if (!adp)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!adp->hasLocalData() && adp->hasValidData())
|
|
{
|
|
asset_id = adp->getID();
|
|
max_pri = asp->getPriority();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check all sources
|
|
if (asset_id.isNull())
|
|
{
|
|
max_pri = -1.f;
|
|
source_map::iterator source_iter;
|
|
for (source_iter = mAllSources.begin(); source_iter != mAllSources.end(); source_iter++)
|
|
{
|
|
asp = source_iter->second;
|
|
if (!asp)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (asp->getPriority() <= max_pri)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
adp = asp->getCurrentData();
|
|
if (adp && !adp->hasLocalData() && adp->hasValidData())
|
|
{
|
|
asset_id = adp->getID();
|
|
max_pri = asp->getPriority();
|
|
continue;
|
|
}
|
|
|
|
adp = asp->getQueuedData();
|
|
if (adp && !adp->hasLocalData() && adp->hasValidData())
|
|
{
|
|
asset_id = adp->getID();
|
|
max_pri = asp->getPriority();
|
|
continue;
|
|
}
|
|
|
|
for (data_iter = asp->mPreloadMap.begin(); data_iter != asp->mPreloadMap.end(); data_iter++)
|
|
{
|
|
LLAudioData *adp = data_iter->second;
|
|
if (!adp)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!adp->hasLocalData() && adp->hasValidData())
|
|
{
|
|
asset_id = adp->getID();
|
|
max_pri = asp->getPriority();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (asset_id.notNull())
|
|
{
|
|
llinfos << "Getting asset data for: " << asset_id << llendl;
|
|
gAudiop->mCurrentTransfer = asset_id;
|
|
gAudiop->mCurrentTransferTimer.reset();
|
|
gAssetStorage->getAssetData(asset_id, LLAssetType::AT_SOUND,
|
|
assetCallback, NULL);
|
|
}
|
|
else
|
|
{
|
|
//llinfos << "No pending transfers?" << llendl;
|
|
}
|
|
}
|
|
|
|
|
|
// static
|
|
void LLAudioEngine::assetCallback(LLVFS *vfs, const LLUUID &uuid, LLAssetType::EType type, void *user_data, S32 result_code, LLExtStat ext_status)
|
|
{
|
|
if (result_code)
|
|
{
|
|
llinfos << "Boom, error in audio file transfer: " << LLAssetStorage::getErrorString( result_code ) << " (" << result_code << ")" << llendl;
|
|
// Need to mark data as bad to avoid constant rerequests.
|
|
LLAudioData *adp = gAudiop->getAudioData(uuid);
|
|
if (adp)
|
|
{
|
|
adp->setHasValidData(false);
|
|
adp->setHasLocalData(false);
|
|
adp->setHasDecodedData(false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LLAudioData *adp = gAudiop->getAudioData(uuid);
|
|
if (!adp)
|
|
{
|
|
// Should never happen
|
|
llwarns << "Got asset callback without audio data for " << uuid << llendl;
|
|
}
|
|
else
|
|
{
|
|
adp->setHasValidData(true);
|
|
adp->setHasLocalData(true);
|
|
gAudioDecodeMgrp->addDecodeRequest(uuid);
|
|
}
|
|
}
|
|
gAudiop->mCurrentTransfer = LLUUID::null;
|
|
gAudiop->startNextTransfer();
|
|
}
|
|
|
|
|
|
//
|
|
// LLAudioSource implementation
|
|
//
|
|
|
|
|
|
// <edit>
|
|
//LLAudioSource::LLAudioSource(const LLUUID& id, const LLUUID& owner_id, const F32 gain, const S32 type)
|
|
LLAudioSource::LLAudioSource(const LLUUID& id, const LLUUID& owner_id, const F32 gain, const S32 type, const LLUUID source_id, const bool isTrigger)
|
|
// </edit>
|
|
: mID(id),
|
|
mOwnerID(owner_id),
|
|
mPriority(0.f),
|
|
mGain(gain),
|
|
mSourceMuted(false),
|
|
mAmbient(false),
|
|
mLoop(false),
|
|
mSyncMaster(false),
|
|
mSyncSlave(false),
|
|
mQueueSounds(false),
|
|
mPlayedOnce(false),
|
|
mType(type),
|
|
// <edit>
|
|
mSourceID(source_id),
|
|
mIsTrigger(isTrigger),
|
|
// </edit>
|
|
mChannelp(NULL),
|
|
mCurrentDatap(NULL),
|
|
mQueuedDatap(NULL)
|
|
{
|
|
// <edit>
|
|
mLogID.generate();
|
|
// </edit>
|
|
}
|
|
|
|
|
|
LLAudioSource::~LLAudioSource()
|
|
{
|
|
if (mChannelp)
|
|
{
|
|
// Stop playback of this sound
|
|
mChannelp->setSource(NULL);
|
|
mChannelp = NULL;
|
|
}
|
|
// <edit>
|
|
if(mType != LLAudioEngine::AUDIO_TYPE_UI) // && mSourceID.notNull())
|
|
logSoundStop(mLogID);
|
|
// </edit>
|
|
}
|
|
|
|
|
|
void LLAudioSource::setChannel(LLAudioChannel *channelp)
|
|
{
|
|
if (channelp == mChannelp)
|
|
{
|
|
return;
|
|
}
|
|
|
|
mChannelp = channelp;
|
|
}
|
|
|
|
|
|
void LLAudioSource::update()
|
|
{
|
|
if (!getCurrentBuffer())
|
|
{
|
|
if (getCurrentData())
|
|
{
|
|
// Hack - try and load the sound. Will do this as a callback
|
|
// on decode later.
|
|
if (getCurrentData()->load())
|
|
{
|
|
play(getCurrentData()->getID());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLAudioSource::updatePriority()
|
|
{
|
|
if (isAmbient())
|
|
{
|
|
mPriority = 1.f;
|
|
}
|
|
else if (isMuted())
|
|
{
|
|
mPriority = 0.f;
|
|
}
|
|
else
|
|
{
|
|
// Priority is based on distance
|
|
LLVector3 dist_vec;
|
|
dist_vec.setVec(getPositionGlobal());
|
|
dist_vec -= gAudiop->getListenerPos();
|
|
F32 dist_squared = llmax(1.f, dist_vec.magVecSquared());
|
|
|
|
mPriority = mGain / dist_squared;
|
|
}
|
|
}
|
|
|
|
bool LLAudioSource::setupChannel()
|
|
{
|
|
LLAudioData *adp = getCurrentData();
|
|
|
|
if (!adp->getBuffer())
|
|
{
|
|
// We're not ready to play back the sound yet, so don't try and allocate a channel for it.
|
|
//llwarns << "Aborting, no buffer" << llendl;
|
|
return false;
|
|
}
|
|
|
|
|
|
if (!mChannelp)
|
|
{
|
|
// Update the priority, in case we need to push out another channel.
|
|
updatePriority();
|
|
|
|
setChannel(gAudiop->getFreeChannel(getPriority()));
|
|
}
|
|
|
|
if (!mChannelp)
|
|
{
|
|
// Ugh, we don't have any free channels.
|
|
// Now we have to reprioritize.
|
|
// For now, just don't play the sound.
|
|
//llwarns << "Aborting, no free channels" << llendl;
|
|
return false;
|
|
}
|
|
|
|
mChannelp->setSource(this);
|
|
return true;
|
|
}
|
|
|
|
|
|
bool LLAudioSource::play(const LLUUID &audio_uuid)
|
|
{
|
|
// <edit>
|
|
if(mType != LLAudioEngine::AUDIO_TYPE_UI) //&& mSourceID.notNull())
|
|
logSoundPlay(mLogID, this, mPositionGlobal, mType, audio_uuid, mOwnerID, mSourceID, mIsTrigger, mLoop); // is mID okay for source id?
|
|
// </edit>
|
|
// Special abuse of play(); don't play a sound, but kill it.
|
|
if (audio_uuid.isNull())
|
|
{
|
|
if (getChannel())
|
|
{
|
|
getChannel()->setSource(NULL);
|
|
setChannel(NULL);
|
|
if (!isMuted())
|
|
{
|
|
mCurrentDatap = NULL;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Reset our age timeout if someone attempts to play the source.
|
|
mAgeTimer.reset();
|
|
|
|
LLAudioData *adp = gAudiop->getAudioData(audio_uuid);
|
|
addAudioData(adp);
|
|
|
|
if (isMuted())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool has_buffer = gAudiop->updateBufferForData(adp, audio_uuid);
|
|
if (!has_buffer)
|
|
{
|
|
// Don't bother trying to set up a channel or anything, we don't have an audio buffer.
|
|
return false;
|
|
}
|
|
|
|
if (!setupChannel())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (isSyncSlave())
|
|
{
|
|
// A sync slave, it doesn't start playing until it's synced up with the master.
|
|
// Flag this channel as waiting for sync, and return true.
|
|
getChannel()->setWaiting(true);
|
|
return true;
|
|
}
|
|
|
|
getChannel()->play();
|
|
return true;
|
|
}
|
|
|
|
|
|
bool LLAudioSource::isDone() const
|
|
{
|
|
const F32 MAX_AGE = 60.f;
|
|
const F32 MAX_UNPLAYED_AGE = 15.f;
|
|
const F32 MAX_MUTED_AGE = 11.f;
|
|
|
|
if (isLoop())
|
|
{
|
|
// Looped sources never die on their own.
|
|
return false;
|
|
}
|
|
|
|
if (hasPendingPreloads())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (mQueuedDatap)
|
|
{
|
|
// Don't kill this sound if we've got something queued up to play.
|
|
return false;
|
|
}
|
|
|
|
F32 elapsed = mAgeTimer.getElapsedTimeF32();
|
|
|
|
// This is a single-play source
|
|
if (!mChannelp)
|
|
{
|
|
if ((elapsed > (mSourceMuted ? MAX_MUTED_AGE : MAX_UNPLAYED_AGE)) || mPlayedOnce)
|
|
{
|
|
// We don't have a channel assigned, and it's been
|
|
// over 15 seconds since we tried to play it. Don't bother.
|
|
//llinfos << "No channel assigned, source is done" << llendl;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (mChannelp->isPlaying())
|
|
{
|
|
if (elapsed > MAX_AGE)
|
|
{
|
|
// Arbitarily cut off non-looped sounds when they're old.
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Sound is still playing and we haven't timed out, don't kill it.
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ((elapsed > MAX_UNPLAYED_AGE) || mPlayedOnce)
|
|
{
|
|
// The sound isn't playing back after 15 seconds or we're already done playing it, kill it.
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
void LLAudioSource::addAudioData(LLAudioData *adp, const bool set_current)
|
|
{
|
|
// Only handle a single piece of audio data associated with a source right now,
|
|
// until I implement prefetch.
|
|
if (set_current)
|
|
{
|
|
if (!mCurrentDatap)
|
|
{
|
|
mCurrentDatap = adp;
|
|
if (mChannelp)
|
|
{
|
|
mChannelp->updateBuffer();
|
|
mChannelp->play();
|
|
}
|
|
|
|
// Make sure the audio engine knows that we want to request this sound.
|
|
gAudiop->startNextTransfer();
|
|
return;
|
|
}
|
|
else if (mQueueSounds)
|
|
{
|
|
// If we have current data, and we're queuing, put
|
|
// the object onto the queue.
|
|
if (mQueuedDatap)
|
|
{
|
|
// We only queue one sound at a time, and it's a FIFO.
|
|
// Don't put it onto the queue.
|
|
return;
|
|
}
|
|
|
|
if (adp == mCurrentDatap && isLoop())
|
|
{
|
|
// No point in queueing the same sound if
|
|
// we're looping.
|
|
return;
|
|
}
|
|
mQueuedDatap = adp;
|
|
|
|
// Make sure the audio engine knows that we want to request this sound.
|
|
gAudiop->startNextTransfer();
|
|
}
|
|
else
|
|
{
|
|
if (mCurrentDatap != adp)
|
|
{
|
|
// Right now, if we're currently playing this sound in a channel, we
|
|
// update the buffer that the channel's associated with
|
|
// and play it. This may not be the correct behavior.
|
|
mCurrentDatap = adp;
|
|
if (mChannelp)
|
|
{
|
|
mChannelp->updateBuffer();
|
|
mChannelp->play();
|
|
}
|
|
// Make sure the audio engine knows that we want to request this sound.
|
|
gAudiop->startNextTransfer();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Add it to the preload list.
|
|
mPreloadMap[adp->getID()] = adp;
|
|
gAudiop->startNextTransfer();
|
|
}
|
|
}
|
|
|
|
|
|
bool LLAudioSource::hasPendingPreloads() const
|
|
{
|
|
// Check to see if we've got any preloads on deck for this source
|
|
data_map::const_iterator iter;
|
|
for (iter = mPreloadMap.begin(); iter != mPreloadMap.end(); iter++)
|
|
{
|
|
LLAudioData *adp = iter->second;
|
|
// note: a bad UUID will forever be !hasDecodedData()
|
|
// but also !hasValidData(), hence the check for hasValidData()
|
|
if (!adp->hasDecodedData() && adp->hasValidData())
|
|
{
|
|
// This source is still waiting for a preload
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
LLAudioData * LLAudioSource::getCurrentData()
|
|
{
|
|
return mCurrentDatap;
|
|
}
|
|
|
|
LLAudioData * LLAudioSource::getQueuedData()
|
|
{
|
|
return mQueuedDatap;
|
|
}
|
|
|
|
LLAudioBuffer * LLAudioSource::getCurrentBuffer()
|
|
{
|
|
if (!mCurrentDatap)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
return mCurrentDatap->getBuffer();
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// LLAudioChannel implementation
|
|
//
|
|
|
|
|
|
LLAudioChannel::LLAudioChannel() :
|
|
mCurrentSourcep(NULL),
|
|
mCurrentBufferp(NULL),
|
|
mLoopedThisFrame(false),
|
|
mWaiting(false),
|
|
mSecondaryGain(1.0f)
|
|
{
|
|
}
|
|
|
|
|
|
LLAudioChannel::~LLAudioChannel()
|
|
{
|
|
// Need to disconnect any sources which are using this channel.
|
|
//llinfos << "Cleaning up audio channel" << llendl;
|
|
if (mCurrentSourcep)
|
|
{
|
|
mCurrentSourcep->setChannel(NULL);
|
|
}
|
|
mCurrentBufferp = NULL;
|
|
}
|
|
|
|
|
|
void LLAudioChannel::setSource(LLAudioSource *sourcep)
|
|
{
|
|
//llinfos << this << ": setSource(" << sourcep << ")" << llendl;
|
|
|
|
if (!sourcep)
|
|
{
|
|
// Clearing the source for this channel, don't need to do anything.
|
|
//llinfos << "Clearing source for channel" << llendl;
|
|
cleanup();
|
|
mCurrentSourcep = NULL;
|
|
mWaiting = false;
|
|
return;
|
|
}
|
|
|
|
if (sourcep == mCurrentSourcep)
|
|
{
|
|
// Don't reallocate the channel, this will make FMOD goofy.
|
|
//llinfos << "Calling setSource with same source!" << llendl;
|
|
}
|
|
|
|
mCurrentSourcep = sourcep;
|
|
|
|
|
|
updateBuffer();
|
|
update3DPosition();
|
|
}
|
|
|
|
|
|
bool LLAudioChannel::updateBuffer()
|
|
{
|
|
if (!mCurrentSourcep)
|
|
{
|
|
// This channel isn't associated with any source, nothing
|
|
// to be updated
|
|
return false;
|
|
}
|
|
|
|
// Initialize the channel's gain setting for this sound.
|
|
if(gAudiop)
|
|
{
|
|
setSecondaryGain(gAudiop->getSecondaryGain(mCurrentSourcep->getType()));
|
|
}
|
|
|
|
LLAudioBuffer *bufferp = mCurrentSourcep->getCurrentBuffer();
|
|
if (bufferp == mCurrentBufferp)
|
|
{
|
|
if (bufferp)
|
|
{
|
|
// The source hasn't changed what buffer it's playing
|
|
bufferp->mLastUseTimer.reset();
|
|
bufferp->mInUse = true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// The source changed what buffer it's playing. We need to clean up
|
|
// the existing channel
|
|
//
|
|
cleanup();
|
|
|
|
mCurrentBufferp = bufferp;
|
|
if (bufferp)
|
|
{
|
|
bufferp->mLastUseTimer.reset();
|
|
bufferp->mInUse = true;
|
|
}
|
|
|
|
if (!mCurrentBufferp)
|
|
{
|
|
// There's no new buffer to be played, so we just abort.
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// LLAudioData implementation
|
|
//
|
|
|
|
|
|
LLAudioData::LLAudioData(const LLUUID &uuid) :
|
|
mID(uuid),
|
|
mBufferp(NULL),
|
|
mHasLocalData(false),
|
|
mHasDecodedData(false),
|
|
mHasValidData(true)
|
|
{
|
|
if (uuid.isNull())
|
|
{
|
|
// This is a null sound.
|
|
return;
|
|
}
|
|
|
|
if (gAudiop && gAudiop->hasDecodedFile(uuid))
|
|
{
|
|
// Already have a decoded version, don't need to decode it.
|
|
mHasLocalData = true;
|
|
mHasDecodedData = true;
|
|
}
|
|
else if (gAssetStorage && gAssetStorage->hasLocalAsset(uuid, LLAssetType::AT_SOUND))
|
|
{
|
|
mHasLocalData = true;
|
|
}
|
|
}
|
|
|
|
|
|
bool LLAudioData::load()
|
|
{
|
|
// For now, just assume we're going to use one buffer per audiodata.
|
|
if (mBufferp)
|
|
{
|
|
// We already have this sound in a buffer, don't do anything.
|
|
llinfos << "Already have a buffer for this sound, don't bother loading!" << llendl;
|
|
return true;
|
|
}
|
|
|
|
mBufferp = gAudiop->getFreeBuffer();
|
|
if (!mBufferp)
|
|
{
|
|
// No free buffers, abort.
|
|
llinfos << "Not able to allocate a new audio buffer, aborting." << llendl;
|
|
return false;
|
|
}
|
|
|
|
std::string uuid_str;
|
|
std::string wav_path;
|
|
mID.toString(uuid_str);
|
|
wav_path= gDirUtilp->getExpandedFilename(LL_PATH_CACHE,uuid_str) + ".dsf";
|
|
|
|
if (!mBufferp->loadWAV(wav_path))
|
|
{
|
|
// Hrm. Right now, let's unset the buffer, since it's empty.
|
|
gAudiop->cleanupBuffer(mBufferp);
|
|
mBufferp = NULL;
|
|
|
|
return false;
|
|
}
|
|
mBufferp->mAudioDatap = this;
|
|
return true;
|
|
}
|
|
|
|
// <edit>
|
|
std::map<LLUUID, LLSoundHistoryItem> gSoundHistory;
|
|
|
|
// static
|
|
void logSoundPlay(LLUUID id, LLAudioSource* audio_source, LLVector3d position, S32 type, LLUUID assetid, LLUUID ownerid, LLUUID sourceid, bool is_trigger, bool is_looped)
|
|
{
|
|
LLSoundHistoryItem item;
|
|
item.mID = id;
|
|
item.mAudioSource = audio_source;
|
|
item.mPosition = position;
|
|
item.mType = type;
|
|
item.mAssetID = assetid;
|
|
item.mOwnerID = ownerid;
|
|
item.mSourceID = sourceid;
|
|
item.mPlaying = true;
|
|
item.mTimeStarted = LLTimer::getElapsedSeconds();
|
|
item.mTimeStopped = F64_MAX;
|
|
item.mIsTrigger = is_trigger;
|
|
item.mIsLooped = is_looped;
|
|
|
|
item.mReviewed = false;
|
|
item.mReviewedCollision = false;
|
|
|
|
gSoundHistory[id] = item;
|
|
}
|
|
|
|
//static
|
|
void logSoundStop(LLUUID id)
|
|
{
|
|
if(gSoundHistory.find(id) != gSoundHistory.end())
|
|
{
|
|
gSoundHistory[id].mPlaying = false;
|
|
gSoundHistory[id].mTimeStopped = LLTimer::getElapsedSeconds();
|
|
gSoundHistory[id].mAudioSource = NULL; // just in case
|
|
pruneSoundLog();
|
|
}
|
|
}
|
|
|
|
//static
|
|
void pruneSoundLog()
|
|
{
|
|
if(++gSoundHistoryPruneCounter >= 64)
|
|
{
|
|
gSoundHistoryPruneCounter = 0;
|
|
while(gSoundHistory.size() > 256)
|
|
{
|
|
std::map<LLUUID, LLSoundHistoryItem>::iterator iter = gSoundHistory.begin();
|
|
std::map<LLUUID, LLSoundHistoryItem>::iterator end = gSoundHistory.end();
|
|
U64 lowest_time = (*iter).second.mTimeStopped;
|
|
LLUUID lowest_id = (*iter).first;
|
|
for( ; iter != end; ++iter)
|
|
{
|
|
if((*iter).second.mTimeStopped < lowest_time)
|
|
{
|
|
lowest_time = (*iter).second.mTimeStopped;
|
|
lowest_id = (*iter).first;
|
|
}
|
|
}
|
|
gSoundHistory.erase(lowest_id);
|
|
}
|
|
}
|
|
}
|
|
// </edit>
|