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diff --git a/indra/llaudio/llaudioengine.cpp b/indra/llaudio/llaudioengine.cpp
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+ /**
+ * @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;
+}
+
+