diff options
author | Monroe Williams <monroe@lindenlab.com> | 2009-08-27 19:00:18 +0000 |
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committer | Monroe Williams <monroe@lindenlab.com> | 2009-08-27 19:00:18 +0000 |
commit | 745845f79987e4b4ab7f5728746a0eda8898930f (patch) | |
tree | f10efd4a638a6a7eda92a960cdb97e5256ff736a /indra/llaudio/llaudioengine.cpp | |
parent | 71344b233d5ae3d5262a492b636af04544952611 (diff) |
svn merge -r 129841:129910 svn+ssh://svn.lindenlab.com/svn/linden/branches/moss/pluginapi_05-merge@129910
svn merge -r 129913:131718 svn+ssh://svn.lindenlab.com/svn/linden/branches/pluginapi/pluginapi_05
Some branch shenannigans in the pluginapi_05 branch caused this to become a two-part merge.
Diffstat (limited to 'indra/llaudio/llaudioengine.cpp')
-rw-r--r-- | indra/llaudio/llaudioengine.cpp | 1751 |
1 files changed, 1751 insertions, 0 deletions
diff --git a/indra/llaudio/llaudioengine.cpp b/indra/llaudio/llaudioengine.cpp new file mode 100644 index 0000000000..a28c94d00d --- /dev/null +++ b/indra/llaudio/llaudioengine.cpp @@ -0,0 +1,1751 @@ + /** + * @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; + + +// +// 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; + 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. + + if (getMuted()) + { + setInternalGain(0.f); + } + else + { + setInternalGain(getMasterGain()); + } + + 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->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) + { + // 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->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)) + { + initWind(); + mEnableWind = enable; + } + else if (mEnableWind && (!enable)) + { + mEnableWind = enable; + 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) +{ + mMuted = muted; + enableWind(!mMuted); +} + + +void LLAudioEngine::setMasterGain(const F32 gain) +{ + mMasterGain = gain; + setInternalGain(gain); +} + +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, + const S32 type, const LLVector3d &pos_global) +{ + // 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(); + + LLAudioSource *asp = new LLAudioSource(source_id, owner_id, gain, type); + 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::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 +// + + +LLAudioSource::LLAudioSource(const LLUUID& id, const LLUUID& owner_id, const F32 gain, const S32 type) +: mID(id), + mOwnerID(owner_id), + mPriority(0.f), + mGain(gain), + mType(type), + mAmbient(false), + mLoop(false), + mSyncMaster(false), + mSyncSlave(false), + mQueueSounds(false), + mPlayedOnce(false), + mChannelp(NULL), + mCurrentDatap(NULL), + mQueuedDatap(NULL) +{ +} + + +LLAudioSource::~LLAudioSource() +{ + if (mChannelp) + { + // Stop playback of this sound + mChannelp->setSource(NULL); + mChannelp = NULL; + } +} + + +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 + { + // 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) +{ + if (audio_uuid.isNull()) + { + if (getChannel()) + { + getChannel()->setSource(NULL); + setChannel(NULL); + addAudioData(NULL, true); + } + } + // Reset our age timeout if someone attempts to play the source. + mAgeTimer.reset(); + + LLAudioData *adp = gAudiop->getAudioData(audio_uuid); + + bool has_buffer = gAudiop->updateBufferForData(adp, audio_uuid); + + + addAudioData(adp); + + 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 F32 MAX_AGE = 60.f; + const F32 MAX_UNPLAYED_AGE = 15.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 > MAX_UNPLAYED_AGE) || mPlayedOnce) + { + // We don't have a channel assigned, and it's been + // over 5 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 5 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; +} + + |