diff options
Diffstat (limited to 'indra/llaudio/llaudioengine.h')
-rwxr-xr-x[-rw-r--r--] | indra/llaudio/llaudioengine.h | 69 |
1 files changed, 36 insertions, 33 deletions
diff --git a/indra/llaudio/llaudioengine.h b/indra/llaudio/llaudioengine.h index e12fb970ca..0fe8b3d756 100644..100755 --- a/indra/llaudio/llaudioengine.h +++ b/indra/llaudio/llaudioengine.h @@ -47,8 +47,8 @@ const F32 LL_WIND_UNDERWATER_CENTER_FREQ = 20.f; const F32 ATTACHED_OBJECT_TIMEOUT = 5.0f; const F32 DEFAULT_MIN_DISTANCE = 2.0f; -#define MAX_CHANNELS 30 -#define MAX_BUFFERS 40 // Some extra for preloading, maybe? +#define LL_MAX_AUDIO_CHANNELS 30 +#define LL_MAX_AUDIO_BUFFERS 40 // Some extra for preloading, maybe? class LLAudioSource; class LLAudioData; @@ -88,7 +88,7 @@ public: virtual ~LLAudioEngine(); // initialization/startup/shutdown - virtual bool init(const S32 num_channels, void *userdata, const std::string &app_title); + virtual bool init(void *userdata, const std::string &app_title); virtual std::string getDriverName(bool verbose) = 0; virtual void shutdown(); @@ -96,7 +96,7 @@ public: //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(F32 max_decode_time = 0.f); + virtual void idle(); virtual void updateChannels(); // @@ -209,7 +209,6 @@ protected: S32 mLastStatus; - S32 mNumChannels; bool mEnableWind; LLUUID mCurrentTransfer; // Audio file currently being transferred by the system @@ -224,11 +223,11 @@ protected: source_map mAllSources; data_map mAllData; - LLAudioChannel *mChannels[MAX_CHANNELS]; + 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. - LLAudioBuffer *mBuffers[MAX_BUFFERS]; + std::array<LLAudioBuffer*, LL_MAX_AUDIO_BUFFERS> mBuffers; F32 mMasterGain; F32 mInternalGain; // Actual gain set; either mMasterGain or 0 when mMuted is true. @@ -360,32 +359,36 @@ protected: 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 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. - -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 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 + 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 }; |