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-rw-r--r--indra/llaudio/llaudioengine.cpp103
1 files changed, 48 insertions, 55 deletions
diff --git a/indra/llaudio/llaudioengine.cpp b/indra/llaudio/llaudioengine.cpp
index 008e1827c5..29e96ec4d4 100644
--- a/indra/llaudio/llaudioengine.cpp
+++ b/indra/llaudio/llaudioengine.cpp
@@ -206,7 +206,8 @@ std::string LLAudioEngine::getInternetStreamURL()
{
if (mStreamingAudioImpl)
return mStreamingAudioImpl->getURL();
- else return std::string();
+
+ return std::string();
}
@@ -347,42 +348,43 @@ void LLAudioEngine::idle()
}
continue;
}
- else
+
+ // Check to see if the current sound is done playing.
+ if (!channelp->isPlaying())
{
- // 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)
{
- sourcep->mCurrentDatap = sourcep->mQueuedDatap;
- sourcep->mQueuedDatap = NULL;
+ updateBufferForData(sourcep->mCurrentDatap);
+ }
- // Reset the timer so the source doesn't die.
- sourcep->mAgeTimer.reset();
+ // Actually play the associated data.
+ sourcep->setupChannel();
+ channelp->updateBuffer();
+ sourcep->getChannel()->play();
+ continue;
+ }
- // Make sure we have the buffer set up if we just decoded the data
- if (sourcep->mCurrentDatap)
- {
- updateBufferForData(sourcep->mCurrentDatap);
- }
+ // Check to see if the current sound is looped.
+ 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 play the associated data.
+ // Actually, should do a time sync so if we're a loop master/slave
+ // we don't drift away.
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();
- }
- }
}
}
@@ -398,18 +400,11 @@ void LLAudioEngine::idle()
for (iter = mAllSources.begin(); iter != mAllSources.end(); ++iter)
{
LLAudioSource *sourcep = iter->second;
- if (sourcep->isMuted())
- {
- continue;
- }
- if (sourcep->isSyncMaster())
+ if (!sourcep->isMuted() && sourcep->isSyncMaster() && sourcep->getPriority() > max_sm_priority)
{
- if (sourcep->getPriority() > max_sm_priority)
- {
- sync_masterp = sourcep;
- master_channelp = sync_masterp->getChannel();
- max_sm_priority = sourcep->getPriority();
- }
+ sync_masterp = sourcep;
+ master_channelp = sync_masterp->getChannel();
+ max_sm_priority = sourcep->getPriority();
}
}
@@ -739,7 +734,7 @@ F64 LLAudioEngine::mapWindVecToGain(LLVector3 wind_vec)
}
return (gain);
-}
+}
F64 LLAudioEngine::mapWindVecToPitch(LLVector3 wind_vec)
@@ -966,12 +961,11 @@ void LLAudioEngine::cleanupAudioSource(LLAudioSource *asp)
else
{
LL_DEBUGS("AudioEngine") << "Cleaning up audio sources for "<< asp->getID() <<LL_ENDL;
- delete asp;
- mAllSources.erase(iter);
-}
+ delete asp;
+ mAllSources.erase(iter);
+ }
}
-
bool LLAudioEngine::hasDecodedFile(const LLUUID &uuid)
{
std::string uuid_str;
@@ -1690,20 +1684,19 @@ void LLAudioChannel::setSource(LLAudioSource *sourcep)
{
LL_DEBUGS("AudioEngine") << "( id: " << sourcep->getID() << ")" << LL_ENDL;
- if (sourcep == mCurrentSourcep)
- {
- // Don't reallocate the channel, this will make FMOD goofy.
- //LL_INFOS() << "Calling setSource with same source!" << LL_ENDL;
- }
+ if (sourcep == mCurrentSourcep)
+ {
+ // Don't reallocate the channel, this will make FMOD goofy.
+ //LL_INFOS() << "Calling setSource with same source!" << LL_ENDL;
+ }
- mCurrentSourcep = sourcep;
+ mCurrentSourcep = sourcep;
- updateBuffer();
- update3DPosition();
-}
+ updateBuffer();
+ update3DPosition();
+ }
}
-
bool LLAudioChannel::updateBuffer()
{
if (!gAudiop)