265 lines
11 KiB
C++
265 lines
11 KiB
C++
/**
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* @file llvieweraudio.cpp
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* @brief Audio functions that used to be in viewer.cpp
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llaudioengine.h"
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#include "llagent.h"
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#include "llappviewer.h"
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#include "llvieweraudio.h"
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#include "llviewercamera.h"
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#include "llviewercontrol.h"
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#include "llviewerwindow.h"
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#include "llvoiceclient.h"
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#include "llviewermedia.h"
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/////////////////////////////////////////////////////////
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void init_audio()
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{
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if (!gAudiop)
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{
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llwarns << "Failed to create an appropriate Audio Engine" << llendl;
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return;
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}
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LLVector3d lpos_global = gAgent.getCameraPositionGlobal();
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LLVector3 lpos_global_f;
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lpos_global_f.setVec(lpos_global);
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gAudiop->setListener(lpos_global_f,
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LLVector3::zero, // LLViewerCamera::getInstance()->getVelocity(), // !!! BUG need to replace this with smoothed velocity!
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LLViewerCamera::getInstance()->getUpAxis(),
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LLViewerCamera::getInstance()->getAtAxis());
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// load up our initial set of sounds we'll want so they're in memory and ready to be played
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BOOL mute_audio = gSavedSettings.getBOOL("MuteAudio");
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if (!mute_audio && FALSE == gSavedSettings.getBOOL("NoPreload"))
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{
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndAlert")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndBadKeystroke")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndChatFromObject")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndClick")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndClickRelease")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndHealthReductionF")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndHealthReductionM")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndIncomingChat")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndIncomingIM")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInvApplyToObject")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInvalidOp")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInventoryCopyToInv")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndMoneyChangeDown")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndMoneyChangeUp")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectCopyToInv")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectCreate")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectDelete")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectRezIn")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectRezOut")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuAppear")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuHide")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight0")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight1")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight2")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight3")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight4")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight5")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight6")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight7")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndSnapshot")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartAutopilot")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartFollowpilot")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartIM")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStopAutopilot")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTeleportOut")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTextureApplyToObject")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTextureCopyToInv")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTyping")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndWindowClose")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndWindowOpen")));
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}
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audio_update_volume(true);
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}
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void audio_update_volume(bool force_update)
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{
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static const LLCachedControl<F32> master_volume("AudioLevelMaster",1.0);
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static const LLCachedControl<F32> audio_level_sfx("AudioLevelSFX",1.0);
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static const LLCachedControl<F32> audio_level_ui("AudioLevelUI",1.0);
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static const LLCachedControl<F32> audio_level_ambient("AudioLevelAmbient",1.0);
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static const LLCachedControl<F32> audio_level_music("AudioLevelMusic",1.0);
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static const LLCachedControl<F32> audio_level_media("AudioLevelMedia",1.0);
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static const LLCachedControl<F32> audio_level_voice("AudioLevelVoice",1.0);
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static const LLCachedControl<F32> audio_level_mic("AudioLevelMic",1.0);
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static const LLCachedControl<bool> _mute_audio("MuteAudio",false);
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static const LLCachedControl<bool> mute_sounds("MuteSounds",false);
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static const LLCachedControl<bool> mute_ui("MuteUI",false);
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static const LLCachedControl<bool> mute_ambient("MuteAmbient",false);
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static const LLCachedControl<bool> mute_music("MuteMusic",false);
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static const LLCachedControl<bool> mute_media("MuteMedia",false);
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static const LLCachedControl<bool> mute_voice("MuteVoice",false);
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static const LLCachedControl<bool> mute_when_minimized("MuteWhenMinimized",true);
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static const LLCachedControl<F32> audio_level_doppler("AudioLevelDoppler",1.0);
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static const LLCachedControl<F32> audio_level_rolloff("AudioLevelRolloff",1.0);
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BOOL mute_audio = _mute_audio;
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if (!gViewerWindow->getActive() && mute_when_minimized)
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{
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mute_audio = TRUE;
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}
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F32 mute_volume = mute_audio ? 0.0f : 1.0f;
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// Sound Effects
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if (gAudiop)
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{
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gAudiop->setMasterGain ( master_volume );
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gAudiop->setDopplerFactor(audio_level_doppler);
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gAudiop->setRolloffFactor(audio_level_rolloff);
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gAudiop->setMuted(mute_audio);
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if (force_update)
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{
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audio_update_wind(true);
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}
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// handle secondary gains
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gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_SFX,
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mute_sounds ? 0.f : audio_level_sfx);
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gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_UI,
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mute_ui ? 0.f : audio_level_ui);
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gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_AMBIENT,
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mute_ambient ? 0.f : audio_level_ambient);
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}
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// Streaming Music
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if (gAudiop)
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{
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F32 music_volume = mute_volume * master_volume * (audio_level_music*audio_level_music);
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gAudiop->setInternetStreamGain ( mute_music ? 0.f : music_volume );
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}
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// Streaming Media
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F32 media_volume = mute_volume * master_volume * (audio_level_media*audio_level_media);
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LLViewerMedia::setVolume( mute_media ? 0.0f : media_volume );
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// Voice
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if (gVoiceClient)
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{
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F32 voice_volume = mute_volume * master_volume * audio_level_voice;
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gVoiceClient->setVoiceVolume(mute_voice ? 0.f : voice_volume);
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gVoiceClient->setMicGain(mute_voice ? 0.f : audio_level_mic);
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if (!gViewerWindow->getActive() && mute_when_minimized)
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{
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gVoiceClient->setMuteMic(true);
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}
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else
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{
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gVoiceClient->setMuteMic(false);
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}
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}
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}
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void audio_update_listener()
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{
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if (gAudiop)
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{
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// update listener position because agent has moved
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LLVector3d lpos_global = gAgent.getCameraPositionGlobal();
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LLVector3 lpos_global_f;
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lpos_global_f.setVec(lpos_global);
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gAudiop->setListener(lpos_global_f,
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// LLViewerCamera::getInstance()VelocitySmoothed,
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// LLVector3::zero,
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gAgent.getVelocity(), // !!! *TODO: need to replace this with smoothed velocity!
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LLViewerCamera::getInstance()->getUpAxis(),
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LLViewerCamera::getInstance()->getAtAxis());
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}
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}
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void audio_update_wind(bool force_update)
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{
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#ifdef kAUDIO_ENABLE_WIND
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//
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// Extract height above water to modulate filter by whether above/below water
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//
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LLViewerRegion* region = gAgent.getRegion();
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if (region)
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{
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static F32 last_camera_water_height = -1000.f;
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LLVector3 camera_pos = gAgent.getCameraPositionAgent();
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F32 camera_water_height = camera_pos.mV[VZ] - region->getWaterHeight();
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//
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// Don't update rolloff factor unless water surface has been crossed
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//
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if (force_update || (last_camera_water_height * camera_water_height) < 0.f)
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{
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static const LLCachedControl<F32> audio_level_rolloff("AudioLevelRolloff",1);
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if (camera_water_height < 0.f)
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{
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gAudiop->setRolloffFactor(audio_level_rolloff * LL_ROLLOFF_MULTIPLIER_UNDER_WATER);
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}
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else
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{
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gAudiop->setRolloffFactor(audio_level_rolloff);
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}
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}
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// this line rotates the wind vector to be listener (agent) relative
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// unfortunately we have to pre-translate to undo the translation that
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// occurs in the transform call
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gRelativeWindVec = gAgent.getFrameAgent().rotateToLocal(gWindVec - gAgent.getVelocity());
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// don't use the setter setMaxWindGain() because we don't
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// want to screw up the fade-in on startup by setting actual source gain
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// outside the fade-in.
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static const LLCachedControl<bool> mute_audio("MuteAudio",false);
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static const LLCachedControl<bool> mute_ambient("MuteAmbient",false);
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static const LLCachedControl<F32> audio_level_master("AudioLevelMaster", 1.0f);
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static const LLCachedControl<F32> audio_level_ambient("AudioLevelAmbient",1.0f);
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F32 master_volume = mute_audio ? 0.f : (F32)audio_level_master;
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F32 ambient_volume = mute_ambient ? 0.f : (F32)audio_level_ambient;
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F32 wind_volume = master_volume * ambient_volume;
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gAudiop->mMaxWindGain = wind_volume;
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last_camera_water_height = camera_water_height;
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gAudiop->updateWind(gRelativeWindVec, camera_water_height);
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}
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#endif
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}
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