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-rwxr-xr-x[-rw-r--r--]indra/llaudio/llaudioengine.h75
1 files changed, 39 insertions, 36 deletions
diff --git a/indra/llaudio/llaudioengine.h b/indra/llaudio/llaudioengine.h
index b5fd4c27a1..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.
@@ -266,8 +265,8 @@ public:
void addAudioData(LLAudioData *adp, bool set_current = TRUE);
- void setAmbient(const bool ambient) { mAmbient = ambient; }
- bool isAmbient() const { return mAmbient; }
+ void setForcedPriority(const bool ambient) { mForcedPriority = ambient; }
+ bool isForcedPriority() const { return mForcedPriority; }
void setLoop(const bool loop) { mLoop = loop; }
bool isLoop() const { return mLoop; }
@@ -326,7 +325,7 @@ protected:
F32 mPriority;
F32 mGain;
bool mSourceMuted;
- bool mAmbient;
+ bool mForcedPriority; // ignore mute, set high priority, researved for sound preview and UI
bool mLoop;
bool mSyncMaster;
bool mSyncSlave;
@@ -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
};