Files
SingularityViewer/indra/llaudio/llaudioengine.cpp
2016-04-04 00:38:57 -05:00

1891 lines
41 KiB
C++

/**
* @file audioengine.cpp
* @brief implementation of LLAudioEngine class abstracting the Open
* AL audio support
*
* $LicenseInfo:firstyear=2000&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#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"
#include <queue>
#include <boost/pool/pool_alloc.hpp>
// 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;
// Setting mInternalGain to an out of range value fixes the issue reported in STORM-830.
// There is an edge case in setMasterGain during startup which prevents setInternalGain from
// being called if the master volume setting and mInternalGain both equal 0, so using -1 forces
// the if statement in setMasterGain to execute when the viewer starts up.
mInternalGain = -1.f;
mNextWindUpdate = 0.f;
mStreamingAudioImpl = NULL;
for (U32 i = 0; i < LLAudioEngine::AUDIO_TYPE_COUNT; i++)
mSecondaryGain[i] = 1.0f;
mCurrentTransfer = NULL;
mAllowLargeSounds = false;
}
bool LLAudioEngine::init(const S32 num_channels, void* userdata)
{
setDefaults();
mNumChannels = num_channels;
mUserData = userdata;
// Initialize the decode manager
gAudioDecodeMgrp = new LLAudioDecodeMgr;
LL_INFOS("AudioEngine") << "LLAudioEngine::init() AudioEngine successfully initialized" << LL_ENDL;
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;
}
delete mStreamingAudioImpl;
mStreamingAudioImpl = 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
LLAudioEngine::LLAudioPlayState LLAudioEngine::isInternetStreamPlaying()
{
if (mStreamingAudioImpl)
return (LLAudioEngine::LLAudioPlayState) mStreamingAudioImpl->isPlaying();
return LLAudioEngine::AUDIO_STOPPED; // 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::checkStates()
{
#ifdef SHOW_ASSERT
for (S32 i = 0; i < MAX_BUFFERS; i++)
{
if (mBuffers[i])
{
bool buf_has_ref = false;
for (S32 j = 0; j < MAX_CHANNELS; j++)
{
if (mChannels[j])
{
if(mChannels[j]->mCurrentBufferp == mBuffers[i])
buf_has_ref = true;
}
}
if(buf_has_ref)
llassert(mBuffers[i]->mInUse);
}
}
#endif //SHOW_ASSERT
}
void LLAudioEngine::updateChannels()
{
S32 i;
for (i = 0; i < MAX_CHANNELS; i++)
{
if (mChannels[i])
{
mChannels[i]->updateBuffer();
mChannels[i]->update3DPosition();
mChannels[i]->updateLoop();
#ifdef SHOW_ASSERT
if(mChannels[i]->getSource())
llassert(mChannels[i]->mCurrentBufferp == mChannels[i]->getSource()->getCurrentBuffer());
if(mChannels[i]->mCurrentBufferp)
{
bool found_buffer = false;
for (S32 j = 0; j < MAX_BUFFERS; j++)
{
if (mBuffers[j])
{
if(mChannels[i]->mCurrentBufferp == mBuffers[j])
found_buffer = true;
}
}
llassert(found_buffer);
}
#endif //SHOW_ASSERT
}
}
checkStates();
}
struct SourcePriorityComparator
{
bool operator() (const LLAudioSource* lhs, const LLAudioSource* rhs) const
{
if(rhs->getPriority() != lhs->getPriority())
return rhs->getPriority() > lhs->getPriority();
else
return ((rhs->isSyncMaster() && !lhs->isSyncMaster()) || (rhs->isSyncSlave() && (!lhs->isSyncMaster() && !lhs->isSyncSlave())));
}
};
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;
}
}
//Iterate down all queued sources. Remove finished ones, sort active ones by priority. Find highest priority 'master' source if present.
LLAudioSource *sync_masterp = NULL; //Highest priority syncmaster
LLAudioSource *sync_slavep = NULL; //Highest priority syncslave
//Priority queue that will be filled with soundsources that have a high likeleyhood of being able to start [re]playing this idle tick.
//Sort order: Primary: priority. Secondary: syncmaster. Tertiary: syncslave
std::priority_queue<LLAudioSource*,std::vector<LLAudioSource*,boost::pool_allocator<LLAudioSource*> >,SourcePriorityComparator> queue;
//Have to put syncslaves into a temporary list until the syncmaster state is determined.
//If the syncmaster might be started, or just looped, insert all pending/looping syncslaves into the priority queue.
//If the there is no active syncmaster, then stop any currently looping syncslaves and add none to the priority queue.
//This is necessary as any looping soundsources to be stopped, MUST be stopped before iterating down the priority queue.
static std::vector<LLAudioSource*> slave_list;
slave_list.clear();
//Iterate over all sources. Update their decode or 'done' state, as well as their priorities.
//Also add sources that might be able to start playing to the priority queue.
//Only sources without channels should be added to priority queue.
//Syncslaves must put into the slave list instead of the priority queue.
for (source_map::iterator iter = mAllSources.begin(); iter != mAllSources.end();)
{
LLAudioSource *sourcep = iter->second;
//Load/decode/queue pop
sourcep->update();
//Done after update, as failure to load might mark source as corrupt, which causes isDone to return true.
if (sourcep->isDone())
{
// The source is done playing, clean it up.
delete sourcep;
mAllSources.erase(iter++);
continue;
}
// Increment iter here (it is not used anymore), so we can use continue below to move on to the next source.
++iter;
if(!sourcep->isLoop() && sourcep->mPlayedOnce && (!sourcep->mChannelp || !sourcep->mChannelp->isPlaying()))
{
continue;
}
LLAudioData *adp = sourcep->getCurrentData();
//If there is no current data at all, or if it hasn't loaded, we must skip this source.
if (!adp || !adp->getBuffer())
{
continue;
}
sourcep->updatePriority(); //Calculates current priority. 1.f=ambient. 0.f=muted. Otherwise based off of distance.
if (sourcep->getPriority() < F_APPROXIMATELY_ZERO)
{
// Muted, or nothing queued, or too far, so we don't care.
continue;
}
else if(sourcep->isSyncMaster())
{
if(!sync_masterp || sourcep->getPriority() > sync_masterp->getPriority())
{
if(sync_masterp && !sync_masterp->getChannel())
queue.push(sync_masterp); //Add lower-priority soundmaster to the queue as a normal sound.
sync_masterp = sourcep;
//Don't add master to the queue yet.
//Add it after highest-priority sound slave is found so we can outrank its priority.
continue;
}
//Else fall through like a normal sound.
}
else if(sourcep->isSyncSlave())
{
if(!sync_slavep || sourcep->getPriority() > sync_slavep->getPriority())
{
sync_slavep = sourcep;
}
//Don't add to the priority queue quite yet. Best primary syncmaster candidate may not have been determined yet.
slave_list.push_back(sourcep);
continue;
}
if(sourcep->getChannel())
{
//If this is just a regular sound and is currently playing then do nothing special.
continue;
}
//Add to our queue. Highest priority will be at the front.
queue.push(sourcep);
}
// 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();
//Loop over all syncsaves. If no syncmaster, stop looping ones, else add ones that need [re]started to the priority queue.
//Normally there are zero to one syncslaves, so this loop isn't typically expensive.
for(std::vector<LLAudioSource*>::iterator iter=slave_list.begin();iter!=slave_list.end();++iter)
{
if(!sync_masterp)
{
//Stop any looping syncslaves. I'm not sure this behavior is correct, but letting looping syncslaves run
//off on their own seems wrong. The lsl documentation is unclear.
if((*iter)->getChannel() && (*iter)->isLoop())
{
(*iter)->getChannel()->cleanup();
}
}
//If the syncmaster already has a channel and hasn't looped, then we can skip syncslaves this idle tick (there's nothing to do).
else if((!sync_masterp->getChannel() || sync_masterp->getChannel()->mLoopedThisFrame))
{
//Add syncslaves that we might want to [re]start.
if(!(*iter)->getChannel() || (*iter)->isLoop())
queue.push((*iter));
}
}
if(sync_masterp)
{
//Syncmaster must have priority greater than or equal to priority of highest priority syncslave.
//The case of slave priority equaling master priority is handled in the comparator (SourcePriorityComparator).
if(sync_slavep)
sync_masterp->setPriority(sync_slavep->getPriority());
if(!sync_masterp->getChannel())
{
queue.push(sync_masterp);
}
}
// Dispatch all soundsources.
bool syncmaster_started = sync_masterp && sync_masterp->getChannel() && sync_masterp->getChannel()->mLoopedThisFrame;
while(!queue.empty())
{
LLAudioSource *sourcep = queue.top();
queue.pop();
//If the syncmaster hasn't just started playing, or hasn't just looped then skip this soundslave,
//as there's nothing to do with it yet.
if (sourcep->isSyncSlave() && !syncmaster_started)
{
continue;
}
LLAudioChannel *channelp = sourcep->getChannel();
if (!channelp)
{
//No more channels. We can break here, as in theory, any lower priority sounds should have had their
//channel already stolen. There should be nothing playing, nor playable, when iterating beyond this point.
if(!(channelp = getFreeChannel(sourcep->getPriority())))
{
break;
}
//If this is the primary syncmaster that we just started, then [re]start syncslaves further down in the priority queue.
//Due to sorting and priority fudgery, the syncmaster is ALWAYS before any syncslaves in this loop.
syncmaster_started |= (sourcep == sync_masterp);
//setSource calls updateBuffer and update3DPosition, and resets the source mAgeTimer
channelp->setSource(sourcep);
}
if(sourcep->isSyncSlave())
channelp->playSynced(sync_masterp->getChannel());
else
channelp->play();
}
// 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)
{
LL_DEBUGS("AudioEngine") << "Flushing unused buffer!" << LL_ENDL;
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);
// Just call here every frame. It makes little sense to call elsewhere,
// as it's throttled to one active preloading loading sound at a time anyhow
startNextTransfer();
updateInternetStream();
}
void LLAudioEngine::enableWind(bool enable)
{
if (enable && (!mEnableWind))
{
mEnableWind = initWind();
}
else if (mEnableWind && (!enable))
{
mEnableWind = false;
cleanupWind();
}
}
LLAudioBuffer * LLAudioEngine::getFreeBuffer()
{
//checkStates(); //Fails
S32 i;
for (i = 0; i < MAX_BUFFERS; i++)
{
if (!mBuffers[i])
{
mBuffers[i] = createBuffer();
return mBuffers[i];
}
}
//checkStates(); // Fails
// 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;
}
}
}
}
//checkStates(); //Fails
if (buffer_id >= 0)
{
LL_DEBUGS("AudioEngine") << "Taking over unused buffer! max_age=" << max_age << LL_ENDL;
mBuffers[buffer_id]->mAudioDatap->mBufferp = NULL;
for (U32 i = 0; i < MAX_CHANNELS; i++)
{
LLAudioChannel* channelp = mChannels[i];
if(channelp && channelp->mCurrentBufferp == mBuffers[buffer_id])
{
channelp->cleanup();
llassert(channelp->mCurrentBufferp == NULL);
}
}
delete mBuffers[buffer_id];
mBuffers[buffer_id] = createBuffer();
return mBuffers[buffer_id];
}
//checkStates(); //Fails
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]->isFree())
{
LL_DEBUGS("AudioEngine") << "Replacing unused channel" << LL_ENDL;
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_channelp || min_priority >= priority)
{
// All playing channels have higher priority, return.
return NULL;
}
LL_DEBUGS("AudioEngine") << "Flushing min channel" << LL_ENDL;
// Flush the minimum priority channel, and return it.
min_channelp->cleanup();
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)
{
if(uuid.isNull())
return false;
if(getAudioData(uuid)->getLoadState() >= LLAudioData::STATE_LOAD_DECODING)
{
// This means that we do have a local copy, and we're working on decoding it.
return true;
}
LL_INFOS("AudioEngine") << "Preloading system sound " << uuid << LL_ENDL;
mPreloadSystemList.push_back(uuid);
// 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.
//LL_INFOS("AudioEngine") << "Used internal preload for non-local sound" << LL_ENDL;
return true;
}
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>
{
if(!mListenerp)
return;
// Create a new source (since this can't be associated with an existing source.
//LL_INFOS("AudioEngine") << "Localized: " << audio_uuid << LL_ENDL;
if (mMuted || gain < FLT_EPSILON*2)
{
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)
{
if (mListenerp)
{
mListenerp->setPosition(aVec);
}
}
LLVector3 LLAudioEngine::getListenerPos()
{
if (mListenerp)
{
return mListenerp->getPosition();
}
else
{
return(LLVector3::zero);
}
}
void LLAudioEngine::setListenerVelocity(LLVector3 aVec)
{
if (mListenerp)
{
mListenerp->setVelocity(aVec);
}
}
void LLAudioEngine::translateListener(LLVector3 aVec)
{
if (mListenerp)
{
mListenerp->translate(aVec);
}
}
void LLAudioEngine::orientListener(LLVector3 up, LLVector3 at)
{
if (mListenerp)
{
mListenerp->orient(up, at);
}
}
void LLAudioEngine::setListener(LLVector3 pos, LLVector3 vel, LLVector3 up, LLVector3 at)
{
if(!mListenerp)
{
allocateListener();
}
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()
{
if(mListenerp)
{
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();
if(chan)
{
LL_DEBUGS("AudioEngine") << "removeAudioData" << LL_ENDL;
chan->cleanup();
}
delete sourcep;
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())
{
LL_WARNS("AudioEngine") << "Cleaning up unknown audio source!" << LL_ENDL;
return;
}
else
{
LL_DEBUGS("AudioEngine") << "Cleaning up audio sources for "<< asp->getID() <<LL_ENDL;
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;
}
}
void LLAudioEngine::startNextTransfer()
{
//LL_INFOS("AudioEngine") << "LLAudioEngine::startNextTransfer()" << LL_ENDL;
if (getMuted())
{
return;
}
else if(mCurrentTransferTimer.getElapsedTimeF32() <= .1f)
{
return;
}
else if(mCurrentTransfer && mCurrentTransfer->isInPreload())
{
//Keep updating until it either errors out or completes.
mCurrentTransfer->updateLoadState();
return;
}
else
{
mCurrentTransfer = NULL;
}
//Technically, mCurrentTransfer could end up pointing to an audiodata object that's already
//being transmitted/decoded if such was spawned via needing it for playback immediately.
//This will effectively block us from choosing a lower priority audiodata object until the
//immediate ones are done, but it's not a real problem.
// Get the ID for the next asset that we want to transfer.
// Pick one in the following order:
S32 i;
LLAudioSource *asp = NULL;
LLAudioData *adp = NULL;
LLAudioData *cur_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->isInPreload())
{
max_pri = asp->getPriority();
cur_adp = adp;
}
}
// Check all channels for currently queued sounds.
if (!cur_adp)
{
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->isInPreload())
{
max_pri = asp->getPriority();
cur_adp = adp;
}
}
}
// Check all live channels for other sounds (preloads).
if (!cur_adp)
{
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->isInPreload())
{
max_pri = asp->getPriority();
cur_adp = adp;
}
}
}
}
// Check all sources
if (!cur_adp)
{
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->isInPreload())
{
max_pri = asp->getPriority();
cur_adp = adp;
continue;
}
adp = asp->getQueuedData();
if (adp && adp->isInPreload())
{
max_pri = asp->getPriority();
cur_adp = adp;
continue;
}
for (data_iter = asp->mPreloadMap.begin(); data_iter != asp->mPreloadMap.end(); data_iter++)
{
LLAudioData *adp = data_iter->second;
if (!adp)
{
continue;
}
if (adp->isInPreload())
{
max_pri = asp->getPriority();
cur_adp = adp;
break;
}
}
}
}
if (!cur_adp)
{
while(!mPreloadSystemList.empty())
{
adp = getAudioData(mPreloadSystemList.front());
mPreloadSystemList.pop_front();
if(adp->isInPreload())
{
cur_adp = adp;
break;
}
}
}
else if(cur_adp)
{
std::list<LLUUID>::iterator it = std::find(mPreloadSystemList.begin(),mPreloadSystemList.end(),cur_adp->getID());
if(it != mPreloadSystemList.end())
mPreloadSystemList.erase(it);
}
if (cur_adp)
{
mCurrentTransfer = cur_adp;
mCurrentTransferTimer.reset();
mCurrentTransfer->updateLoadState();
}
else
{
//LL_INFOS("AudioEngine") << "No pending transfers?" << LL_ENDL;
}
}
// static
void LLAudioEngine::assetCallback(LLVFS *vfs, const LLUUID &uuid, LLAssetType::EType type, void *user_data, S32 result_code, LLExtStat ext_status)
{
if(!gAudiop)
return;
LLAudioData *adp = gAudiop->getAudioData(uuid);
if (result_code)
{
LL_INFOS("AudioEngine") << "Boom, error in audio file transfer: " << LLAssetStorage::getErrorString( result_code ) << " (" << result_code << ")" << LL_ENDL;
// Need to mark data as bad to avoid constant rerequests.
if (adp)
{
adp->setLoadState(LLAudioData::STATE_LOAD_ERROR);
}
}
else
{
if (!adp)
{
// Should never happen
LL_WARNS("AudioEngine") << "Got asset callback without audio data for " << uuid << LL_ENDL;
}
else
{
// LL_INFOS("AudioEngine") << "Got asset callback with good audio data for " << uuid << ", making decode request" << LL_ENDL;
adp->setLoadState(LLAudioData::STATE_LOAD_REQ_DECODE);
//Immediate decode.
adp->updateLoadState();
}
}
}
//
// 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),
mCorrupted(false),
mType(type),
// <edit>
mSourceID(source_id),
mIsTrigger(isTrigger),
// </edit>
mChannelp(NULL),
mCurrentDatap(NULL),
mQueuedDatap(NULL)
{
// <edit>
mLogID.generate();
// </edit>
}
LLAudioSource::~LLAudioSource()
{
// <edit>
// Record destruction of LLAudioSource object.
if(mType != LLAudioEngine::AUDIO_TYPE_UI)
logSoundStop(mLogID, true);
// </edit>
if (mChannelp)
{
// Stop playback of this sound
mChannelp->cleanup();
}
}
void LLAudioSource::setChannel(LLAudioChannel *channelp)
{
if (channelp == mChannelp)
{
return;
}
//Either this channel just finished playing, or just started. Either way, reset the age timer.
mAgeTimer.reset();
// <edit>
if (!channelp)
{
if(mType != LLAudioEngine::AUDIO_TYPE_UI)
logSoundStop(mLogID, false);
}
// </edit>
mChannelp = channelp;
}
void LLAudioSource::update()
{
if(mCorrupted)
{
return ; //no need to update
}
// If data is queued up and we aren't playing it, shuffle it to current and try to load it.
if(isQueueSounds() && mPlayedOnce && mQueuedDatap && !mChannelp)
{
mCurrentDatap = mQueuedDatap;
mQueuedDatap = NULL;
//Make sure this source looks like its brand new again to prevent removal.
mPlayedOnce = false;
mAgeTimer.reset();
}
LLAudioData *adp = getCurrentData();
if (adp && !adp->getBuffer())
{
if(adp->getLoadState() == LLAudioData::STATE_LOAD_ERROR)
{
LL_WARNS("AudioEngine") << "Marking LLAudioSource corrupted for " << adp->getID() << LL_ENDL;
mCorrupted = true ;
}
else if(adp->getLoadState() == LLAudioData::STATE_LOAD_READY)
{
// 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.
adp->load(); //If it fails, just try again next update.
}
else
{
//The sound wasn't preloaded yet... so we must kick off the process.
adp->updateLoadState();
}
}
}
void LLAudioSource::updatePriority()
{
if (isAmbient())
{
setPriority(1.f);
}
else if (isMuted())
{
setPriority(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());
setPriority(mGain / dist_squared);
}
}
bool LLAudioSource::play(const LLUUID &audio_uuid)
{
// Special abuse of play(); don't play a sound, but kill it.
if (audio_uuid.isNull())
{
if (getChannel())
{
llassert(this == getChannel()->getSource());
getChannel()->cleanup();
if (!isMuted())
{
mCurrentDatap = NULL;
}
}
return false;
}
// <edit>
if(mType != LLAudioEngine::AUDIO_TYPE_UI) //&& mSourceID.notNull())
logSoundPlay(this, audio_uuid);
// </edit>
// Reset our age timeout if someone attempts to play the source.
mAgeTimer.reset();
LLAudioData *adp = gAudiop->getAudioData(audio_uuid);
if (isQueueSounds())
{
if(mQueuedDatap)
{
// We already have a sound queued up. Ignore new request.
return false;
}
else if (adp == mCurrentDatap && isLoop())
{
// No point in queuing the same sound if
// we're looping.
return true;
}
else if(mCurrentDatap)
{
mQueuedDatap = adp;
return true;
}
}
else if(mCurrentDatap == adp) //Desired sound did not change. Just re-play it.
{
if(getChannel() && getChannel()->isPlaying())
getChannel()->play();
return true;
}
else //Desired sound did change. Release the old channel if set.
{
if(getChannel())
getChannel()->cleanup();
mPlayedOnce = false; //Reset the played flag so the new sound is actually started up.
}
mCurrentDatap = adp;
return true;
}
bool LLAudioSource::isDone() const
{
static const F32 MAX_AGE = 60.f;
static const F32 MAX_UNPLAYED_AGE = 15.f;
static const F32 MAX_MUTED_AGE = 11.f;
if(mCorrupted)
{
// If we decode bad data then just kill this source entirely.
return true;
}
else if (isLoop())
{
// Looped sources never die on their own.
return false;
}
else if (hasPendingPreloads())
{
// If there are pending preload requests then keep it alive.
return false;
}
else if (mQueuedDatap)
{
// Don't kill this sound if we've got something queued up to play.
return false;
}
else if(mPlayedOnce && (!mChannelp || !mChannelp->isPlaying()))
{
// This is a single-play source and it already did its thing.
return true;
}
F32 elapsed = mAgeTimer.getElapsedTimeF32();
if (!mChannelp)
{
LLAudioData* adp = mCurrentDatap;
//Still decoding.
if(adp && adp->isInPreload())
return false;
// We don't have a channel assigned, and it's been
// over 15 seconds since we tried to play it. Don't bother.
return (elapsed > (mSourceMuted ? MAX_MUTED_AGE : MAX_UNPLAYED_AGE));
}
else if (mChannelp->isPlaying())
{
// Arbitarily cut off non-looped sounds when they're old.
return elapsed > MAX_AGE;
}
else if(!isSyncSlave())
{
// The sound isn't playing back after 15 seconds, kill it.
// This might happen if all channels are in use and this source is low-priority
return elapsed > MAX_UNPLAYED_AGE;
}
return false;
}
void LLAudioSource::preload(const LLUUID &audio_id)
{
if(audio_id.notNull())
{
// Add it to the preload list.
mPreloadMap[audio_id] = gAudiop->getAudioData(audio_id);
}
}
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)
{
continue;
}
if (adp->isInPreload())
{
// 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),
mSecondaryGain(1.0f)
{
}
LLAudioChannel::~LLAudioChannel()
{
llassert(mCurrentBufferp == NULL);
// Need to disconnect any sources which are using this channel.
//LL_INFOS("AudioEngine") << "Cleaning up audio channel" << LL_ENDL;
cleanup();
}
void LLAudioChannel::cleanup()
{
if(mCurrentSourcep)
mCurrentSourcep->setChannel(NULL);
mCurrentBufferp = NULL;
mCurrentSourcep = NULL;
}
void LLAudioChannel::setSource(LLAudioSource *sourcep)
{
llassert_always(sourcep);
llassert_always(!mCurrentSourcep);
mCurrentSourcep = sourcep;
mCurrentSourcep->setChannel(this);
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();
//This buffer is still in use, so mark it as such, and reset the use timer.
if (bufferp)
{
bufferp->mLastUseTimer.reset();
bufferp->mInUse = true;
}
//Return true if the buffer changed and is not null.
return bufferp != mCurrentBufferp && !!(mCurrentBufferp = bufferp);
}
//
// LLAudioData implementation
//
LLAudioData::LLAudioData(const LLUUID &uuid) :
mID(uuid),
mBufferp(NULL),
mLoadState(STATE_LOAD_ERROR)
{
if (uuid.isNull())
{
// This is a null sound.
return;
}
if(gAudiop->hasDecodedFile(getID()))
mLoadState = STATE_LOAD_READY;
else if(gAssetStorage && gAssetStorage->hasLocalAsset(getID(), LLAssetType::AT_SOUND))
mLoadState = STATE_LOAD_REQ_DECODE;
else
mLoadState = STATE_LOAD_REQ_FETCH;
}
void LLAudioData::updateLoadState()
{
if(mLoadState == STATE_LOAD_REQ_DECODE && gAudioDecodeMgrp)
{
if( gAudioDecodeMgrp->addDecodeRequest(getID()) )
{
setLoadState(STATE_LOAD_DECODING);
LL_DEBUGS("AudioEngine") << "Decoding asset data for: " << getID() << LL_ENDL;
}
else
{
setLoadState(STATE_LOAD_ERROR);
}
}
else if(mLoadState == STATE_LOAD_REQ_FETCH && gAssetStorage && gAssetStorage->isUpstreamOK())
{
LL_DEBUGS("AudioEngine") << "Fetching asset data for: " << getID() << LL_ENDL;
setLoadState(STATE_LOAD_FETCHING);
gAssetStorage->getAssetData(getID(), LLAssetType::AT_SOUND, LLAudioEngine::assetCallback, NULL);
}
}
//return false when the audio file is corrupted.
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.
LL_INFOS("AudioEngine") << "Already have a buffer for this sound, don't bother loading!" << LL_ENDL;
return true;
}
mBufferp = gAudiop->getFreeBuffer();
if (!mBufferp)
{
// No free buffers, abort.
LL_DEBUGS("AudioEngine") << "Not able to allocate a new audio buffer, aborting." << LL_ENDL;
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(LLAudioSource* audio_source, LLUUID const& assetid)
{
LLSoundHistoryItem item;
item.mID = audio_source->getLogID();
item.mAudioSource = audio_source;
item.mPosition = audio_source->getPositionGlobal();
item.mType = audio_source->getType();
item.mAssetID = assetid;
item.mOwnerID = audio_source->getOwnerID();
item.mSourceID = audio_source->getSourceID();
item.mPlaying = true;
item.mTimeStarted = LLTimer::getElapsedSeconds();
item.mTimeStopped = F64_MAX;
item.mIsTrigger = audio_source->getIsTrigger();
item.mIsLooped = audio_source->isLoop();
item.mReviewed = false;
item.mReviewedCollision = false;
gSoundHistory[item.mID] = item;
}
//static
void logSoundStop(LLUUID const& id, bool destructed)
{
std::map<LLUUID, LLSoundHistoryItem>::iterator iter = gSoundHistory.find(id);
if(iter != gSoundHistory.end() && iter->second.mAudioSource)
{
iter->second.mPlaying = false;
iter->second.mTimeStopped = LLTimer::getElapsedSeconds();
if (destructed)
iter->second.mAudioSource = NULL;
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>