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authorAnsariel <ansariel.hiller@phoenixviewer.com>2024-05-22 21:25:21 +0200
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-22 22:40:26 +0300
commite2e37cced861b98de8c1a7c9c0d3a50d2d90e433 (patch)
tree1bb897489ce524986f6196201c10ac0d8861aa5f /indra/llaudio/llaudioengine.h
parent069ea06848f766466f1a281144c82a0f2bd79f3a (diff)
Fix line endlings
Diffstat (limited to 'indra/llaudio/llaudioengine.h')
-rwxr-xr-xindra/llaudio/llaudioengine.h972
1 files changed, 486 insertions, 486 deletions
diff --git a/indra/llaudio/llaudioengine.h b/indra/llaudio/llaudioengine.h
index 9949b8f337..a9a229c0a5 100755
--- a/indra/llaudio/llaudioengine.h
+++ b/indra/llaudio/llaudioengine.h
@@ -1,486 +1,486 @@
-/**
- * @file audioengine.h
- * @brief Definition of LLAudioEngine base class abstracting the 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
- * $/LicenseInfo$
- */
-
-
-#ifndef LL_AUDIOENGINE_H
-#define LL_AUDIOENGINE_H
-
-#include <list>
-#include <map>
-#include <array>
-
-#include "v3math.h"
-#include "v3dmath.h"
-#include "lltimer.h"
-#include "lluuid.h"
-#include "llframetimer.h"
-#include "llassettype.h"
-#include "llextendedstatus.h"
-
-#include "lllistener.h"
-
-const F32 LL_WIND_UPDATE_INTERVAL = 0.1f;
-const F32 LL_WIND_UNDERWATER_CENTER_FREQ = 20.f;
-
-const F32 ATTACHED_OBJECT_TIMEOUT = 5.0f;
-const F32 DEFAULT_MIN_DISTANCE = 2.0f;
-
-#define LL_MAX_AUDIO_CHANNELS 30
-#define LL_MAX_AUDIO_BUFFERS 40 // Some extra for preloading, maybe?
-
-class LLAudioSource;
-class LLAudioData;
-class LLAudioChannel;
-class LLAudioChannelOpenAL;
-class LLAudioBuffer;
-class LLStreamingAudioInterface;
-struct SoundData;
-
-//
-// LLAudioEngine definition
-//
-class LLAudioEngine
-{
- friend class LLAudioChannelOpenAL; // bleh. channel needs some listener methods.
-
-public:
- enum LLAudioType
- {
- AUDIO_TYPE_NONE = 0,
- AUDIO_TYPE_SFX = 1,
- AUDIO_TYPE_UI = 2,
- AUDIO_TYPE_AMBIENT = 3,
- AUDIO_TYPE_COUNT = 4 // last
- };
-
- enum LLAudioPlayState
- {
- // isInternetStreamPlaying() returns an *S32*, with
- // 0 = stopped, 1 = playing, 2 = paused.
- AUDIO_STOPPED = 0,
- AUDIO_PLAYING = 1,
- AUDIO_PAUSED = 2
- };
-
- LLAudioEngine();
- virtual ~LLAudioEngine();
-
- // initialization/startup/shutdown
- virtual bool init(void *userdata, const std::string &app_title);
- virtual std::string getDriverName(bool verbose) = 0;
- virtual LLStreamingAudioInterface *createDefaultStreamingAudioImpl() const = 0;
- virtual void shutdown();
-
- // Used by the mechanics of the engine
- //virtual void processQueue(const LLUUID &sound_guid);
- virtual void setListener(LLVector3 pos,LLVector3 vel,LLVector3 up,LLVector3 at);
- virtual void updateWind(LLVector3 direction, F32 camera_height_above_water) = 0;
- virtual void idle();
- virtual void updateChannels();
-
- //
- // "End user" functionality
- //
- virtual bool isWindEnabled();
- virtual void enableWind(bool state_b);
-
- // Use these for temporarily muting the audio system.
- // Does not change buffers, initialization, etc. but
- // stops playing new sounds.
- void setMuted(bool muted);
- bool getMuted() const { return mMuted; }
-#ifdef USE_PLUGIN_MEDIA
- LLPluginClassMedia* initializeMedia(const std::string& media_type);
-#endif
- F32 getMasterGain();
- void setMasterGain(F32 gain);
-
- F32 getSecondaryGain(S32 type);
- void setSecondaryGain(S32 type, F32 gain);
-
- F32 getInternetStreamGain();
-
- virtual void setDopplerFactor(F32 factor);
- virtual F32 getDopplerFactor();
- virtual void setRolloffFactor(F32 factor);
- virtual F32 getRolloffFactor();
- virtual void setMaxWindGain(F32 gain);
-
-
- // Methods actually related to setting up and removing sounds
- // Owner ID is the owner of the object making the request
- void triggerSound(const LLUUID &sound_id, const LLUUID& owner_id, const F32 gain,
- const S32 type = LLAudioEngine::AUDIO_TYPE_NONE,
- const LLVector3d &pos_global = LLVector3d::zero);
- void triggerSound(SoundData& soundData);
-
- bool preloadSound(const LLUUID &id);
-
- void addAudioSource(LLAudioSource *asp);
- void cleanupAudioSource(LLAudioSource *asp);
-
- LLAudioSource *findAudioSource(const LLUUID &source_id);
- LLAudioData *getAudioData(const LLUUID &audio_uuid);
-
- // Internet stream implementation manipulation
- LLStreamingAudioInterface *getStreamingAudioImpl();
- void setStreamingAudioImpl(LLStreamingAudioInterface *impl);
- // Internet stream methods - these will call down into the *mStreamingAudioImpl if it exists
- void startInternetStream(const std::string& url);
- void stopInternetStream();
- void pauseInternetStream(S32 pause);
- void updateInternetStream(); // expected to be called often
- LLAudioPlayState isInternetStreamPlaying();
- // use a value from 0.0 to 1.0, inclusive
- void setInternetStreamGain(F32 vol);
- std::string getInternetStreamURL();
-
- // For debugging usage
- virtual LLVector3 getListenerPos();
-
- LLAudioBuffer *getFreeBuffer(); // Get a free buffer, or flush an existing one if you have to.
- LLAudioChannel *getFreeChannel(const F32 priority); // Get a free channel or flush an existing one if your priority is higher
- void cleanupBuffer(LLAudioBuffer *bufferp);
-
- bool hasDecodedFile(const LLUUID &uuid);
- bool hasLocalFile(const LLUUID &uuid);
-
- bool updateBufferForData(LLAudioData *adp, const LLUUID &audio_uuid = LLUUID::null);
-
-
- // Asset callback when we're retrieved a sound from the asset server.
- void startNextTransfer();
- static void assetCallback(const LLUUID &uuid, LLAssetType::EType type, void *user_data, S32 result_code, LLExtStat ext_status);
-
- friend class LLPipeline; // For debugging
-public:
- F32 mMaxWindGain; // Hack. Public to set before fade in?
-
-protected:
- virtual LLAudioBuffer *createBuffer() = 0;
- virtual LLAudioChannel *createChannel() = 0;
-
- virtual bool initWind() = 0;
- virtual void cleanupWind() = 0;
- virtual void setInternalGain(F32 gain) = 0;
-
- void commitDeferredChanges();
-
- virtual void allocateListener() = 0;
-
-
- // listener methods
- virtual void setListenerPos(LLVector3 vec);
- virtual void setListenerVelocity(LLVector3 vec);
- virtual void orientListener(LLVector3 up, LLVector3 at);
- virtual void translateListener(LLVector3 vec);
-
-
- F64 mapWindVecToGain(LLVector3 wind_vec);
- F64 mapWindVecToPitch(LLVector3 wind_vec);
- F64 mapWindVecToPan(LLVector3 wind_vec);
-
-protected:
- LLListener *mListenerp;
-
- bool mMuted;
- void* mUserData;
-
- S32 mLastStatus;
-
- bool mEnableWind;
-
- LLUUID mCurrentTransfer; // Audio file currently being transferred by the system
- LLFrameTimer mCurrentTransferTimer;
-
- // A list of all audio sources that are known to the viewer at this time.
- // This is most likely a superset of the ones that we actually have audio
- // data for, or are playing back.
- typedef std::map<LLUUID, LLAudioSource *> source_map;
- typedef std::map<LLUUID, LLAudioData *> data_map;
-
- source_map mAllSources;
- data_map mAllData;
-
- std::array<LLAudioChannel*, LL_MAX_AUDIO_CHANNELS> mChannels;
-
- // Buffers needs to change into a different data structure, as the number of buffers
- // that we have active should be limited by RAM usage, not count.
- std::array<LLAudioBuffer*, LL_MAX_AUDIO_BUFFERS> mBuffers;
-
- F32 mMasterGain;
- F32 mInternalGain; // Actual gain set; either mMasterGain or 0 when mMuted is true.
- F32 mSecondaryGain[AUDIO_TYPE_COUNT];
-
- F32 mNextWindUpdate;
-
- LLFrameTimer mWindUpdateTimer;
-
-private:
- void setDefaults();
- LLStreamingAudioInterface *mStreamingAudioImpl;
-};
-
-
-
-
-//
-// Standard audio source. Can be derived from for special sources, such as those attached to objects.
-//
-
-
-class LLAudioSource
-{
-public:
- // owner_id is the id of the agent responsible for making this sound
- // play, for example, the owner of the object currently playing it
- LLAudioSource(const LLUUID &id, const LLUUID& owner_id, const F32 gain, const S32 type = LLAudioEngine::AUDIO_TYPE_NONE);
- virtual ~LLAudioSource();
-
- virtual void update(); // Update this audio source
- void updatePriority();
-
- void preload(const LLUUID &audio_id); // Only used for preloading UI sounds, now.
-
- void addAudioData(LLAudioData *adp, bool set_current = true);
-
- void setForcedPriority(const bool ambient) { mForcedPriority = ambient; }
- bool isForcedPriority() const { return mForcedPriority; }
-
- void setLoop(const bool loop) { mLoop = loop; }
- bool isLoop() const { return mLoop; }
-
- void setSyncMaster(const bool master) { mSyncMaster = master; }
- bool isSyncMaster() const { return mSyncMaster; }
-
- void setSyncSlave(const bool slave) { mSyncSlave = slave; }
- bool isSyncSlave() const { return mSyncSlave; }
-
- void setQueueSounds(const bool queue) { mQueueSounds = queue; }
- bool isQueueSounds() const { return mQueueSounds; }
-
- void setPlayedOnce(const bool played_once) { mPlayedOnce = played_once; }
-
- void setType(S32 type) { mType = type; }
- S32 getType() { return mType; }
-
- void setPositionGlobal(const LLVector3d &position_global) { mPositionGlobal = position_global; }
- LLVector3d getPositionGlobal() const { return mPositionGlobal; }
- LLVector3 getVelocity() const { return mVelocity; }
- F32 getPriority() const { return mPriority; }
-
- // Gain should always be clamped between 0 and 1.
- F32 getGain() const { return mGain; }
- virtual void setGain(const F32 gain) { mGain = llclamp(gain, 0.f, 1.f); }
-
- const LLUUID &getID() const { return mID; }
- bool isDone() const;
- bool isMuted() const { return mSourceMuted; }
-
- LLAudioData *getCurrentData();
- LLAudioData *getQueuedData();
- LLAudioBuffer *getCurrentBuffer();
-
- bool setupChannel();
-
- // Stop the audio source, reset audio id even if muted
- void stop();
-
- // Start the audio source playing,
- // takes mute into account to preserve previous id if nessesary
- bool play(const LLUUID &audio_id);
-
- bool hasPendingPreloads() const; // Has preloads that haven't been done yet
-
- friend class LLAudioEngine;
- friend class LLAudioChannel;
-protected:
- void setChannel(LLAudioChannel *channelp);
- LLAudioChannel *getChannel() const { return mChannelp; }
-
-protected:
- LLUUID mID; // The ID of the source is that of the object if it's attached to an object.
- LLUUID mOwnerID; // owner of the object playing the sound
- F32 mPriority;
- F32 mGain;
- bool mSourceMuted;
- bool mForcedPriority; // ignore mute, set high priority, researved for sound preview and UI
- bool mLoop;
- bool mSyncMaster;
- bool mSyncSlave;
- bool mQueueSounds;
- bool mPlayedOnce;
- bool mCorrupted;
- S32 mType;
- LLVector3d mPositionGlobal;
- LLVector3 mVelocity;
-
- //LLAudioSource *mSyncMasterp; // If we're a slave, the source that we're synced to.
- LLAudioChannel *mChannelp; // If we're currently playing back, this is the channel that we're assigned to.
- LLAudioData *mCurrentDatap;
- LLAudioData *mQueuedDatap;
-
- typedef std::map<LLUUID, LLAudioData *> data_map;
- data_map mPreloadMap;
-
- LLFrameTimer mAgeTimer;
-};
-
-
-
-
-//
-// Generic metadata about a particular piece of audio data.
-// The actual data is handled by the derived LLAudioBuffer classes which are
-// derived for each audio engine.
-//
-
-
-class LLAudioData
-{
- public:
- LLAudioData(const LLUUID &uuid);
- bool load();
-
- LLUUID getID() const { return mID; }
- LLAudioBuffer *getBuffer() const { return mBufferp; }
-
- bool hasLocalData() const { return mHasLocalData; }
- bool hasDecodedData() const { return mHasDecodedData; }
- bool hasCompletedDecode() const { return mHasCompletedDecode; }
- bool hasDecodeFailed() const { return mHasDecodeFailed; }
- bool hasWAVLoadFailed() const { return mHasWAVLoadFailed; }
-
- void setHasLocalData(const bool hld) { mHasLocalData = hld; }
- void setHasDecodedData(const bool hdd) { mHasDecodedData = hdd; }
- void setHasCompletedDecode(const bool hcd) { mHasCompletedDecode = hcd; }
- void setHasDecodeFailed(const bool hdf) { mHasDecodeFailed = hdf; }
- void setHasWAVLoadFailed(const bool hwlf) { mHasWAVLoadFailed = hwlf; }
-
- friend class LLAudioEngine; // Severe laziness, bad.
-
- protected:
- LLUUID mID;
- LLAudioBuffer *mBufferp; // If this data is being used by the audio system, a pointer to the buffer will be set here.
- bool mHasLocalData; // Set true if the encoded sound asset file is available locally
- bool mHasDecodedData; // Set true if the decoded sound file is available on disk
- bool mHasCompletedDecode; // Set true when the sound is decoded
- bool mHasDecodeFailed; // Set true if decoding failed, meaning the sound asset is bad
- bool mHasWAVLoadFailed; // Set true if loading the decoded WAV file failed, meaning the sound asset should be decoded instead if
- // possible
-};
-
-
-//
-// Base class for an audio channel, i.e. a channel which is capable of playing back a sound.
-// Management of channels is done generically, methods for actually manipulating the channel
-// are derived for each audio engine.
-//
-
-
-class LLAudioChannel
-{
-public:
- LLAudioChannel();
- virtual ~LLAudioChannel();
-
- virtual void setSource(LLAudioSource *sourcep);
- LLAudioSource *getSource() const { return mCurrentSourcep; }
-
- void setSecondaryGain(F32 gain) { mSecondaryGain = gain; }
- F32 getSecondaryGain() { return mSecondaryGain; }
-
- friend class LLAudioEngine;
- friend class LLAudioSource;
-protected:
- virtual void play() = 0;
- virtual void playSynced(LLAudioChannel *channelp) = 0;
- virtual void cleanup() = 0;
- virtual bool isPlaying() = 0;
- void setWaiting(const bool waiting) { mWaiting = waiting; }
- bool isWaiting() const { return mWaiting; }
-
- virtual bool updateBuffer(); // Check to see if the buffer associated with the source changed, and update if necessary.
- virtual void update3DPosition() = 0;
- virtual void updateLoop() = 0; // Update your loop/completion status, for use by queueing/syncing.
-protected:
- LLAudioSource *mCurrentSourcep;
- LLAudioBuffer *mCurrentBufferp;
- bool mLoopedThisFrame;
- bool mWaiting; // Waiting for sync.
- F32 mSecondaryGain;
-};
-
-
-
-
-// Basically an interface class to the engine-specific implementation
-// of audio data that's ready for playback.
-// Will likely get more complex as we decide to do stuff like real streaming audio.
-
-
-class LLAudioBuffer
-{
-public:
- virtual ~LLAudioBuffer() {};
- virtual bool loadWAV(const std::string& filename) = 0;
- virtual U32 getLength() = 0;
-
- friend class LLAudioEngine;
- friend class LLAudioChannel;
- friend class LLAudioData;
-protected:
- bool mInUse;
- LLAudioData *mAudioDatap;
- LLFrameTimer mLastUseTimer;
-};
-
-struct SoundData
-{
- LLUUID audio_uuid;
- LLUUID owner_id;
- F32 gain;
- S32 type;
- LLVector3d pos_global;
-
- SoundData(const LLUUID &audio_uuid,
- const LLUUID& owner_id,
- const F32 gain,
- const S32 type = LLAudioEngine::AUDIO_TYPE_NONE,
- const LLVector3d &pos_global = LLVector3d::zero) :
- audio_uuid(audio_uuid),
- owner_id(owner_id),
- gain(gain),
- type(type),
- pos_global(pos_global)
- {
- }
-};
-
-
-extern LLAudioEngine* gAudiop;
-
-#endif
+/**
+ * @file audioengine.h
+ * @brief Definition of LLAudioEngine base class abstracting the 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
+ * $/LicenseInfo$
+ */
+
+
+#ifndef LL_AUDIOENGINE_H
+#define LL_AUDIOENGINE_H
+
+#include <list>
+#include <map>
+#include <array>
+
+#include "v3math.h"
+#include "v3dmath.h"
+#include "lltimer.h"
+#include "lluuid.h"
+#include "llframetimer.h"
+#include "llassettype.h"
+#include "llextendedstatus.h"
+
+#include "lllistener.h"
+
+const F32 LL_WIND_UPDATE_INTERVAL = 0.1f;
+const F32 LL_WIND_UNDERWATER_CENTER_FREQ = 20.f;
+
+const F32 ATTACHED_OBJECT_TIMEOUT = 5.0f;
+const F32 DEFAULT_MIN_DISTANCE = 2.0f;
+
+#define LL_MAX_AUDIO_CHANNELS 30
+#define LL_MAX_AUDIO_BUFFERS 40 // Some extra for preloading, maybe?
+
+class LLAudioSource;
+class LLAudioData;
+class LLAudioChannel;
+class LLAudioChannelOpenAL;
+class LLAudioBuffer;
+class LLStreamingAudioInterface;
+struct SoundData;
+
+//
+// LLAudioEngine definition
+//
+class LLAudioEngine
+{
+ friend class LLAudioChannelOpenAL; // bleh. channel needs some listener methods.
+
+public:
+ enum LLAudioType
+ {
+ AUDIO_TYPE_NONE = 0,
+ AUDIO_TYPE_SFX = 1,
+ AUDIO_TYPE_UI = 2,
+ AUDIO_TYPE_AMBIENT = 3,
+ AUDIO_TYPE_COUNT = 4 // last
+ };
+
+ enum LLAudioPlayState
+ {
+ // isInternetStreamPlaying() returns an *S32*, with
+ // 0 = stopped, 1 = playing, 2 = paused.
+ AUDIO_STOPPED = 0,
+ AUDIO_PLAYING = 1,
+ AUDIO_PAUSED = 2
+ };
+
+ LLAudioEngine();
+ virtual ~LLAudioEngine();
+
+ // initialization/startup/shutdown
+ virtual bool init(void *userdata, const std::string &app_title);
+ virtual std::string getDriverName(bool verbose) = 0;
+ virtual LLStreamingAudioInterface *createDefaultStreamingAudioImpl() const = 0;
+ virtual void shutdown();
+
+ // Used by the mechanics of the engine
+ //virtual void processQueue(const LLUUID &sound_guid);
+ virtual void setListener(LLVector3 pos,LLVector3 vel,LLVector3 up,LLVector3 at);
+ virtual void updateWind(LLVector3 direction, F32 camera_height_above_water) = 0;
+ virtual void idle();
+ virtual void updateChannels();
+
+ //
+ // "End user" functionality
+ //
+ virtual bool isWindEnabled();
+ virtual void enableWind(bool state_b);
+
+ // Use these for temporarily muting the audio system.
+ // Does not change buffers, initialization, etc. but
+ // stops playing new sounds.
+ void setMuted(bool muted);
+ bool getMuted() const { return mMuted; }
+#ifdef USE_PLUGIN_MEDIA
+ LLPluginClassMedia* initializeMedia(const std::string& media_type);
+#endif
+ F32 getMasterGain();
+ void setMasterGain(F32 gain);
+
+ F32 getSecondaryGain(S32 type);
+ void setSecondaryGain(S32 type, F32 gain);
+
+ F32 getInternetStreamGain();
+
+ virtual void setDopplerFactor(F32 factor);
+ virtual F32 getDopplerFactor();
+ virtual void setRolloffFactor(F32 factor);
+ virtual F32 getRolloffFactor();
+ virtual void setMaxWindGain(F32 gain);
+
+
+ // Methods actually related to setting up and removing sounds
+ // Owner ID is the owner of the object making the request
+ void triggerSound(const LLUUID &sound_id, const LLUUID& owner_id, const F32 gain,
+ const S32 type = LLAudioEngine::AUDIO_TYPE_NONE,
+ const LLVector3d &pos_global = LLVector3d::zero);
+ void triggerSound(SoundData& soundData);
+
+ bool preloadSound(const LLUUID &id);
+
+ void addAudioSource(LLAudioSource *asp);
+ void cleanupAudioSource(LLAudioSource *asp);
+
+ LLAudioSource *findAudioSource(const LLUUID &source_id);
+ LLAudioData *getAudioData(const LLUUID &audio_uuid);
+
+ // Internet stream implementation manipulation
+ LLStreamingAudioInterface *getStreamingAudioImpl();
+ void setStreamingAudioImpl(LLStreamingAudioInterface *impl);
+ // Internet stream methods - these will call down into the *mStreamingAudioImpl if it exists
+ void startInternetStream(const std::string& url);
+ void stopInternetStream();
+ void pauseInternetStream(S32 pause);
+ void updateInternetStream(); // expected to be called often
+ LLAudioPlayState isInternetStreamPlaying();
+ // use a value from 0.0 to 1.0, inclusive
+ void setInternetStreamGain(F32 vol);
+ std::string getInternetStreamURL();
+
+ // For debugging usage
+ virtual LLVector3 getListenerPos();
+
+ LLAudioBuffer *getFreeBuffer(); // Get a free buffer, or flush an existing one if you have to.
+ LLAudioChannel *getFreeChannel(const F32 priority); // Get a free channel or flush an existing one if your priority is higher
+ void cleanupBuffer(LLAudioBuffer *bufferp);
+
+ bool hasDecodedFile(const LLUUID &uuid);
+ bool hasLocalFile(const LLUUID &uuid);
+
+ bool updateBufferForData(LLAudioData *adp, const LLUUID &audio_uuid = LLUUID::null);
+
+
+ // Asset callback when we're retrieved a sound from the asset server.
+ void startNextTransfer();
+ static void assetCallback(const LLUUID &uuid, LLAssetType::EType type, void *user_data, S32 result_code, LLExtStat ext_status);
+
+ friend class LLPipeline; // For debugging
+public:
+ F32 mMaxWindGain; // Hack. Public to set before fade in?
+
+protected:
+ virtual LLAudioBuffer *createBuffer() = 0;
+ virtual LLAudioChannel *createChannel() = 0;
+
+ virtual bool initWind() = 0;
+ virtual void cleanupWind() = 0;
+ virtual void setInternalGain(F32 gain) = 0;
+
+ void commitDeferredChanges();
+
+ virtual void allocateListener() = 0;
+
+
+ // listener methods
+ virtual void setListenerPos(LLVector3 vec);
+ virtual void setListenerVelocity(LLVector3 vec);
+ virtual void orientListener(LLVector3 up, LLVector3 at);
+ virtual void translateListener(LLVector3 vec);
+
+
+ F64 mapWindVecToGain(LLVector3 wind_vec);
+ F64 mapWindVecToPitch(LLVector3 wind_vec);
+ F64 mapWindVecToPan(LLVector3 wind_vec);
+
+protected:
+ LLListener *mListenerp;
+
+ bool mMuted;
+ void* mUserData;
+
+ S32 mLastStatus;
+
+ bool mEnableWind;
+
+ LLUUID mCurrentTransfer; // Audio file currently being transferred by the system
+ LLFrameTimer mCurrentTransferTimer;
+
+ // A list of all audio sources that are known to the viewer at this time.
+ // This is most likely a superset of the ones that we actually have audio
+ // data for, or are playing back.
+ typedef std::map<LLUUID, LLAudioSource *> source_map;
+ typedef std::map<LLUUID, LLAudioData *> data_map;
+
+ source_map mAllSources;
+ data_map mAllData;
+
+ std::array<LLAudioChannel*, LL_MAX_AUDIO_CHANNELS> mChannels;
+
+ // Buffers needs to change into a different data structure, as the number of buffers
+ // that we have active should be limited by RAM usage, not count.
+ std::array<LLAudioBuffer*, LL_MAX_AUDIO_BUFFERS> mBuffers;
+
+ F32 mMasterGain;
+ F32 mInternalGain; // Actual gain set; either mMasterGain or 0 when mMuted is true.
+ F32 mSecondaryGain[AUDIO_TYPE_COUNT];
+
+ F32 mNextWindUpdate;
+
+ LLFrameTimer mWindUpdateTimer;
+
+private:
+ void setDefaults();
+ LLStreamingAudioInterface *mStreamingAudioImpl;
+};
+
+
+
+
+//
+// Standard audio source. Can be derived from for special sources, such as those attached to objects.
+//
+
+
+class LLAudioSource
+{
+public:
+ // owner_id is the id of the agent responsible for making this sound
+ // play, for example, the owner of the object currently playing it
+ LLAudioSource(const LLUUID &id, const LLUUID& owner_id, const F32 gain, const S32 type = LLAudioEngine::AUDIO_TYPE_NONE);
+ virtual ~LLAudioSource();
+
+ virtual void update(); // Update this audio source
+ void updatePriority();
+
+ void preload(const LLUUID &audio_id); // Only used for preloading UI sounds, now.
+
+ void addAudioData(LLAudioData *adp, bool set_current = true);
+
+ void setForcedPriority(const bool ambient) { mForcedPriority = ambient; }
+ bool isForcedPriority() const { return mForcedPriority; }
+
+ void setLoop(const bool loop) { mLoop = loop; }
+ bool isLoop() const { return mLoop; }
+
+ void setSyncMaster(const bool master) { mSyncMaster = master; }
+ bool isSyncMaster() const { return mSyncMaster; }
+
+ void setSyncSlave(const bool slave) { mSyncSlave = slave; }
+ bool isSyncSlave() const { return mSyncSlave; }
+
+ void setQueueSounds(const bool queue) { mQueueSounds = queue; }
+ bool isQueueSounds() const { return mQueueSounds; }
+
+ void setPlayedOnce(const bool played_once) { mPlayedOnce = played_once; }
+
+ void setType(S32 type) { mType = type; }
+ S32 getType() { return mType; }
+
+ void setPositionGlobal(const LLVector3d &position_global) { mPositionGlobal = position_global; }
+ LLVector3d getPositionGlobal() const { return mPositionGlobal; }
+ LLVector3 getVelocity() const { return mVelocity; }
+ F32 getPriority() const { return mPriority; }
+
+ // Gain should always be clamped between 0 and 1.
+ F32 getGain() const { return mGain; }
+ virtual void setGain(const F32 gain) { mGain = llclamp(gain, 0.f, 1.f); }
+
+ const LLUUID &getID() const { return mID; }
+ bool isDone() const;
+ bool isMuted() const { return mSourceMuted; }
+
+ LLAudioData *getCurrentData();
+ LLAudioData *getQueuedData();
+ LLAudioBuffer *getCurrentBuffer();
+
+ bool setupChannel();
+
+ // Stop the audio source, reset audio id even if muted
+ void stop();
+
+ // Start the audio source playing,
+ // takes mute into account to preserve previous id if nessesary
+ bool play(const LLUUID &audio_id);
+
+ bool hasPendingPreloads() const; // Has preloads that haven't been done yet
+
+ friend class LLAudioEngine;
+ friend class LLAudioChannel;
+protected:
+ void setChannel(LLAudioChannel *channelp);
+ LLAudioChannel *getChannel() const { return mChannelp; }
+
+protected:
+ LLUUID mID; // The ID of the source is that of the object if it's attached to an object.
+ LLUUID mOwnerID; // owner of the object playing the sound
+ F32 mPriority;
+ F32 mGain;
+ bool mSourceMuted;
+ bool mForcedPriority; // ignore mute, set high priority, researved for sound preview and UI
+ bool mLoop;
+ bool mSyncMaster;
+ bool mSyncSlave;
+ bool mQueueSounds;
+ bool mPlayedOnce;
+ bool mCorrupted;
+ S32 mType;
+ LLVector3d mPositionGlobal;
+ LLVector3 mVelocity;
+
+ //LLAudioSource *mSyncMasterp; // If we're a slave, the source that we're synced to.
+ LLAudioChannel *mChannelp; // If we're currently playing back, this is the channel that we're assigned to.
+ LLAudioData *mCurrentDatap;
+ LLAudioData *mQueuedDatap;
+
+ typedef std::map<LLUUID, LLAudioData *> data_map;
+ data_map mPreloadMap;
+
+ LLFrameTimer mAgeTimer;
+};
+
+
+
+
+//
+// Generic metadata about a particular piece of audio data.
+// The actual data is handled by the derived LLAudioBuffer classes which are
+// derived for each audio engine.
+//
+
+
+class LLAudioData
+{
+ public:
+ LLAudioData(const LLUUID &uuid);
+ bool load();
+
+ LLUUID getID() const { return mID; }
+ LLAudioBuffer *getBuffer() const { return mBufferp; }
+
+ bool hasLocalData() const { return mHasLocalData; }
+ bool hasDecodedData() const { return mHasDecodedData; }
+ bool hasCompletedDecode() const { return mHasCompletedDecode; }
+ bool hasDecodeFailed() const { return mHasDecodeFailed; }
+ bool hasWAVLoadFailed() const { return mHasWAVLoadFailed; }
+
+ void setHasLocalData(const bool hld) { mHasLocalData = hld; }
+ void setHasDecodedData(const bool hdd) { mHasDecodedData = hdd; }
+ void setHasCompletedDecode(const bool hcd) { mHasCompletedDecode = hcd; }
+ void setHasDecodeFailed(const bool hdf) { mHasDecodeFailed = hdf; }
+ void setHasWAVLoadFailed(const bool hwlf) { mHasWAVLoadFailed = hwlf; }
+
+ friend class LLAudioEngine; // Severe laziness, bad.
+
+ protected:
+ LLUUID mID;
+ LLAudioBuffer *mBufferp; // If this data is being used by the audio system, a pointer to the buffer will be set here.
+ bool mHasLocalData; // Set true if the encoded sound asset file is available locally
+ bool mHasDecodedData; // Set true if the decoded sound file is available on disk
+ bool mHasCompletedDecode; // Set true when the sound is decoded
+ bool mHasDecodeFailed; // Set true if decoding failed, meaning the sound asset is bad
+ bool mHasWAVLoadFailed; // Set true if loading the decoded WAV file failed, meaning the sound asset should be decoded instead if
+ // possible
+};
+
+
+//
+// Base class for an audio channel, i.e. a channel which is capable of playing back a sound.
+// Management of channels is done generically, methods for actually manipulating the channel
+// are derived for each audio engine.
+//
+
+
+class LLAudioChannel
+{
+public:
+ LLAudioChannel();
+ virtual ~LLAudioChannel();
+
+ virtual void setSource(LLAudioSource *sourcep);
+ LLAudioSource *getSource() const { return mCurrentSourcep; }
+
+ void setSecondaryGain(F32 gain) { mSecondaryGain = gain; }
+ F32 getSecondaryGain() { return mSecondaryGain; }
+
+ friend class LLAudioEngine;
+ friend class LLAudioSource;
+protected:
+ virtual void play() = 0;
+ virtual void playSynced(LLAudioChannel *channelp) = 0;
+ virtual void cleanup() = 0;
+ virtual bool isPlaying() = 0;
+ void setWaiting(const bool waiting) { mWaiting = waiting; }
+ bool isWaiting() const { return mWaiting; }
+
+ virtual bool updateBuffer(); // Check to see if the buffer associated with the source changed, and update if necessary.
+ virtual void update3DPosition() = 0;
+ virtual void updateLoop() = 0; // Update your loop/completion status, for use by queueing/syncing.
+protected:
+ LLAudioSource *mCurrentSourcep;
+ LLAudioBuffer *mCurrentBufferp;
+ bool mLoopedThisFrame;
+ bool mWaiting; // Waiting for sync.
+ F32 mSecondaryGain;
+};
+
+
+
+
+// Basically an interface class to the engine-specific implementation
+// of audio data that's ready for playback.
+// Will likely get more complex as we decide to do stuff like real streaming audio.
+
+
+class LLAudioBuffer
+{
+public:
+ virtual ~LLAudioBuffer() {};
+ virtual bool loadWAV(const std::string& filename) = 0;
+ virtual U32 getLength() = 0;
+
+ friend class LLAudioEngine;
+ friend class LLAudioChannel;
+ friend class LLAudioData;
+protected:
+ bool mInUse;
+ LLAudioData *mAudioDatap;
+ LLFrameTimer mLastUseTimer;
+};
+
+struct SoundData
+{
+ LLUUID audio_uuid;
+ LLUUID owner_id;
+ F32 gain;
+ S32 type;
+ LLVector3d pos_global;
+
+ SoundData(const LLUUID &audio_uuid,
+ const LLUUID& owner_id,
+ const F32 gain,
+ const S32 type = LLAudioEngine::AUDIO_TYPE_NONE,
+ const LLVector3d &pos_global = LLVector3d::zero) :
+ audio_uuid(audio_uuid),
+ owner_id(owner_id),
+ gain(gain),
+ type(type),
+ pos_global(pos_global)
+ {
+ }
+};
+
+
+extern LLAudioEngine* gAudiop;
+
+#endif