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authorsimon@Simon-PC.lindenlab.com <simon@Simon-PC.lindenlab.com>2012-05-16 17:09:07 -0700
committersimon@Simon-PC.lindenlab.com <simon@Simon-PC.lindenlab.com>2012-05-16 17:09:07 -0700
commit39b7671d050caf09e65a936d02104d9192b4891d (patch)
tree6cbc4412f73cef680c0731eb7fc79095b51d168c /indra/llaudio
parenta519e34f02b4b2663fe082ba9ad12f1b423669cb (diff)
MAINT-862 and ER-1781 : Sounds not playing the first time. Reviewed by Kelly.
Diffstat (limited to 'indra/llaudio')
-rw-r--r--indra/llaudio/llaudiodecodemgr.cpp22
-rw-r--r--indra/llaudio/llaudioengine.cpp22
-rw-r--r--indra/llaudio/llaudioengine.h9
3 files changed, 36 insertions, 17 deletions
diff --git a/indra/llaudio/llaudiodecodemgr.cpp b/indra/llaudio/llaudiodecodemgr.cpp
index 7f747c2eca..6c97a64ed7 100644
--- a/indra/llaudio/llaudiodecodemgr.cpp
+++ b/indra/llaudio/llaudiodecodemgr.cpp
@@ -571,7 +571,8 @@ void LLAudioDecodeMgr::Impl::processQueue(const F32 num_secs)
llwarns << mCurrentDecodep->getUUID() << " has invalid vorbis data, aborting decode" << llendl;
mCurrentDecodep->flushBadFile();
LLAudioData *adp = gAudiop->getAudioData(mCurrentDecodep->getUUID());
- adp->setHasValidData(FALSE);
+ adp->setHasValidData(false);
+ adp->setHasCompletedDecode(true);
mCurrentDecodep = NULL;
done = TRUE;
}
@@ -586,11 +587,16 @@ void LLAudioDecodeMgr::Impl::processQueue(const F32 num_secs)
if (mCurrentDecodep->finishDecode())
{
// We finished!
- if (mCurrentDecodep->isValid() && mCurrentDecodep->isDone())
+ LLAudioData *adp = gAudiop->getAudioData(mCurrentDecodep->getUUID());
+ if (!adp)
{
- LLAudioData *adp = gAudiop->getAudioData(mCurrentDecodep->getUUID());
- adp->setHasDecodedData(TRUE);
- adp->setHasValidData(TRUE);
+ llwarns << "Missing LLAudioData for decode of " << mCurrentDecodep->getUUID() << llendl;
+ }
+ else if (mCurrentDecodep->isValid() && mCurrentDecodep->isDone())
+ {
+ adp->setHasCompletedDecode(true);
+ adp->setHasDecodedData(true);
+ adp->setHasValidData(true);
// At this point, we could see if anyone needs this sound immediately, but
// I'm not sure that there's a reason to - we need to poll all of the playing
@@ -599,7 +605,8 @@ void LLAudioDecodeMgr::Impl::processQueue(const F32 num_secs)
}
else
{
- llinfos << "Vorbis decode failed!!!" << llendl;
+ adp->setHasCompletedDecode(true);
+ llinfos << "Vorbis decode failed for " << mCurrentDecodep->getUUID() << llendl;
}
mCurrentDecodep = NULL;
}
@@ -667,16 +674,19 @@ BOOL LLAudioDecodeMgr::addDecodeRequest(const LLUUID &uuid)
if (gAudiop->hasDecodedFile(uuid))
{
// Already have a decoded version, don't need to decode it.
+ //llinfos << "addDecodeRequest for " << uuid << " has decoded file already" << llendl;
return TRUE;
}
if (gAssetStorage->hasLocalAsset(uuid, LLAssetType::AT_SOUND))
{
// Just put it on the decode queue.
+ //llinfos << "addDecodeRequest for " << uuid << " has local asset file already" << llendl;
mImpl->mDecodeQueue.push(uuid);
return TRUE;
}
+ //llinfos << "addDecodeRequest for " << uuid << " no file available" << llendl;
return FALSE;
}
diff --git a/indra/llaudio/llaudioengine.cpp b/indra/llaudio/llaudioengine.cpp
index 5fa28cb902..72c0091d17 100644
--- a/indra/llaudio/llaudioengine.cpp
+++ b/indra/llaudio/llaudioengine.cpp
@@ -1221,10 +1221,11 @@ void LLAudioEngine::assetCallback(LLVFS *vfs, const LLUUID &uuid, LLAssetType::E
// Need to mark data as bad to avoid constant rerequests.
LLAudioData *adp = gAudiop->getAudioData(uuid);
if (adp)
- {
+ { // Make sure everything is cleared
adp->setHasValidData(false);
adp->setHasLocalData(false);
adp->setHasDecodedData(false);
+ adp->setHasCompletedDecode(true);
}
}
else
@@ -1237,6 +1238,7 @@ void LLAudioEngine::assetCallback(LLVFS *vfs, const LLUUID &uuid, LLAssetType::E
}
else
{
+ // llinfos << "Got asset callback with good audio data for " << uuid << ", making decode request" << llendl;
adp->setHasValidData(true);
adp->setHasLocalData(true);
gAudioDecodeMgrp->addDecodeRequest(uuid);
@@ -1304,16 +1306,18 @@ void LLAudioSource::update()
if (!getCurrentBuffer())
{
- if (getCurrentData())
+ LLAudioData *adp = getCurrentData();
+ if (adp)
{
// Hack - try and load the sound. Will do this as a callback
// on decode later.
- if (getCurrentData()->load() && getCurrentData()->getBuffer())
+ if (adp->load() && adp->getBuffer())
{
- play(getCurrentData()->getID());
+ play(adp->getID());
}
- else
+ else if (adp->hasCompletedDecode()) // Only mark corrupted after decode is done
{
+ llwarns << "Marking LLAudioSource corrupted for " << adp->getID() << llendl;
mCorrupted = true ;
}
}
@@ -1731,6 +1735,7 @@ LLAudioData::LLAudioData(const LLUUID &uuid) :
mBufferp(NULL),
mHasLocalData(false),
mHasDecodedData(false),
+ mHasCompletedDecode(false),
mHasValidData(true)
{
if (uuid.isNull())
@@ -1742,12 +1747,13 @@ LLAudioData::LLAudioData(const LLUUID &uuid) :
if (gAudiop && gAudiop->hasDecodedFile(uuid))
{
// Already have a decoded version, don't need to decode it.
- mHasLocalData = true;
- mHasDecodedData = true;
+ setHasLocalData(true);
+ setHasDecodedData(true);
+ setHasCompletedDecode(true);
}
else if (gAssetStorage && gAssetStorage->hasLocalAsset(uuid, LLAssetType::AT_SOUND))
{
- mHasLocalData = true;
+ setHasLocalData(true);
}
}
diff --git a/indra/llaudio/llaudioengine.h b/indra/llaudio/llaudioengine.h
index 28b69e1973..df1e4dc305 100644
--- a/indra/llaudio/llaudioengine.h
+++ b/indra/llaudio/llaudioengine.h
@@ -372,10 +372,12 @@ public:
bool hasLocalData() const { return mHasLocalData; }
bool hasDecodedData() const { return mHasDecodedData; }
+ bool hasCompletedDecode() const { return mHasCompletedDecode; }
bool hasValidData() const { return mHasValidData; }
void setHasLocalData(const bool hld) { mHasLocalData = hld; }
void setHasDecodedData(const bool hdd) { mHasDecodedData = hdd; }
+ void setHasCompletedDecode(const bool hcd) { mHasCompletedDecode = hcd; }
void setHasValidData(const bool hvd) { mHasValidData = hvd; }
friend class LLAudioEngine; // Severe laziness, bad.
@@ -383,9 +385,10 @@ public:
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;
- bool mHasDecodedData;
- bool mHasValidData;
+ bool mHasLocalData; // Set true if the sound asset file is available locally
+ bool mHasDecodedData; // Set true if the sound file has been decoded
+ bool mHasCompletedDecode; // Set true when the sound is decoded
+ bool mHasValidData; // Set false if decoding failed, meaning the sound asset is bad
};