From 79ceefe56b5fabdbcc1476d1d5b8253aa405ed21 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lars=20N=C3=A6sbye=20Christensen?= Date: Fri, 9 Feb 2024 01:50:51 +0100 Subject: llaudio: BOOL (int) to real bool --- indra/llaudio/llaudioengine.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/llaudio/llaudioengine.h') diff --git a/indra/llaudio/llaudioengine.h b/indra/llaudio/llaudioengine.h index c045d18c42..099d948f87 100755 --- a/indra/llaudio/llaudioengine.h +++ b/indra/llaudio/llaudioengine.h @@ -265,7 +265,7 @@ public: void preload(const LLUUID &audio_id); // Only used for preloading UI sounds, now. - void addAudioData(LLAudioData *adp, bool set_current = TRUE); + void addAudioData(LLAudioData *adp, bool set_current = true); void setForcedPriority(const bool ambient) { mForcedPriority = ambient; } bool isForcedPriority() const { return mForcedPriority; } -- cgit v1.2.3 From e2e37cced861b98de8c1a7c9c0d3a50d2d90e433 Mon Sep 17 00:00:00 2001 From: Ansariel Date: Wed, 22 May 2024 21:25:21 +0200 Subject: Fix line endlings --- indra/llaudio/llaudioengine.h | 972 +++++++++++++++++++++--------------------- 1 file changed, 486 insertions(+), 486 deletions(-) (limited to 'indra/llaudio/llaudioengine.h') diff --git a/indra/llaudio/llaudioengine.h b/indra/llaudio/llaudioengine.h index 9949b8f337..a9a229c0a5 100755 --- a/indra/llaudio/llaudioengine.h +++ b/indra/llaudio/llaudioengine.h @@ -1,486 +1,486 @@ -/** - * @file audioengine.h - * @brief Definition of LLAudioEngine base class abstracting the audio support - * - * $LicenseInfo:firstyear=2000&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - - -#ifndef LL_AUDIOENGINE_H -#define LL_AUDIOENGINE_H - -#include -#include -#include - -#include "v3math.h" -#include "v3dmath.h" -#include "lltimer.h" -#include "lluuid.h" -#include "llframetimer.h" -#include "llassettype.h" -#include "llextendedstatus.h" - -#include "lllistener.h" - -const F32 LL_WIND_UPDATE_INTERVAL = 0.1f; -const F32 LL_WIND_UNDERWATER_CENTER_FREQ = 20.f; - -const F32 ATTACHED_OBJECT_TIMEOUT = 5.0f; -const F32 DEFAULT_MIN_DISTANCE = 2.0f; - -#define LL_MAX_AUDIO_CHANNELS 30 -#define LL_MAX_AUDIO_BUFFERS 40 // Some extra for preloading, maybe? - -class LLAudioSource; -class LLAudioData; -class LLAudioChannel; -class LLAudioChannelOpenAL; -class LLAudioBuffer; -class LLStreamingAudioInterface; -struct SoundData; - -// -// LLAudioEngine definition -// -class LLAudioEngine -{ - friend class LLAudioChannelOpenAL; // bleh. channel needs some listener methods. - -public: - enum LLAudioType - { - AUDIO_TYPE_NONE = 0, - AUDIO_TYPE_SFX = 1, - AUDIO_TYPE_UI = 2, - AUDIO_TYPE_AMBIENT = 3, - AUDIO_TYPE_COUNT = 4 // last - }; - - enum LLAudioPlayState - { - // isInternetStreamPlaying() returns an *S32*, with - // 0 = stopped, 1 = playing, 2 = paused. - AUDIO_STOPPED = 0, - AUDIO_PLAYING = 1, - AUDIO_PAUSED = 2 - }; - - LLAudioEngine(); - virtual ~LLAudioEngine(); - - // initialization/startup/shutdown - virtual bool init(void *userdata, const std::string &app_title); - virtual std::string getDriverName(bool verbose) = 0; - virtual LLStreamingAudioInterface *createDefaultStreamingAudioImpl() const = 0; - virtual void shutdown(); - - // Used by the mechanics of the engine - //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(); - virtual void updateChannels(); - - // - // "End user" functionality - // - virtual bool isWindEnabled(); - virtual void enableWind(bool state_b); - - // Use these for temporarily muting the audio system. - // Does not change buffers, initialization, etc. but - // stops playing new sounds. - void setMuted(bool muted); - bool getMuted() const { return mMuted; } -#ifdef USE_PLUGIN_MEDIA - LLPluginClassMedia* initializeMedia(const std::string& media_type); -#endif - F32 getMasterGain(); - void setMasterGain(F32 gain); - - F32 getSecondaryGain(S32 type); - void setSecondaryGain(S32 type, F32 gain); - - F32 getInternetStreamGain(); - - virtual void setDopplerFactor(F32 factor); - virtual F32 getDopplerFactor(); - virtual void setRolloffFactor(F32 factor); - virtual F32 getRolloffFactor(); - virtual void setMaxWindGain(F32 gain); - - - // Methods actually related to setting up and removing sounds - // Owner ID is the owner of the object making the request - void triggerSound(const LLUUID &sound_id, const LLUUID& owner_id, const F32 gain, - const S32 type = LLAudioEngine::AUDIO_TYPE_NONE, - const LLVector3d &pos_global = LLVector3d::zero); - void triggerSound(SoundData& soundData); - - bool preloadSound(const LLUUID &id); - - void addAudioSource(LLAudioSource *asp); - void cleanupAudioSource(LLAudioSource *asp); - - LLAudioSource *findAudioSource(const LLUUID &source_id); - LLAudioData *getAudioData(const LLUUID &audio_uuid); - - // Internet stream implementation manipulation - LLStreamingAudioInterface *getStreamingAudioImpl(); - void setStreamingAudioImpl(LLStreamingAudioInterface *impl); - // Internet stream methods - these will call down into the *mStreamingAudioImpl if it exists - void startInternetStream(const std::string& url); - void stopInternetStream(); - void pauseInternetStream(S32 pause); - void updateInternetStream(); // expected to be called often - LLAudioPlayState isInternetStreamPlaying(); - // use a value from 0.0 to 1.0, inclusive - void setInternetStreamGain(F32 vol); - std::string getInternetStreamURL(); - - // For debugging usage - virtual LLVector3 getListenerPos(); - - LLAudioBuffer *getFreeBuffer(); // Get a free buffer, or flush an existing one if you have to. - LLAudioChannel *getFreeChannel(const F32 priority); // Get a free channel or flush an existing one if your priority is higher - void cleanupBuffer(LLAudioBuffer *bufferp); - - bool hasDecodedFile(const LLUUID &uuid); - bool hasLocalFile(const LLUUID &uuid); - - bool updateBufferForData(LLAudioData *adp, const LLUUID &audio_uuid = LLUUID::null); - - - // Asset callback when we're retrieved a sound from the asset server. - void startNextTransfer(); - static void assetCallback(const LLUUID &uuid, LLAssetType::EType type, void *user_data, S32 result_code, LLExtStat ext_status); - - friend class LLPipeline; // For debugging -public: - F32 mMaxWindGain; // Hack. Public to set before fade in? - -protected: - virtual LLAudioBuffer *createBuffer() = 0; - virtual LLAudioChannel *createChannel() = 0; - - virtual bool initWind() = 0; - virtual void cleanupWind() = 0; - virtual void setInternalGain(F32 gain) = 0; - - void commitDeferredChanges(); - - virtual void allocateListener() = 0; - - - // listener methods - virtual void setListenerPos(LLVector3 vec); - virtual void setListenerVelocity(LLVector3 vec); - virtual void orientListener(LLVector3 up, LLVector3 at); - virtual void translateListener(LLVector3 vec); - - - F64 mapWindVecToGain(LLVector3 wind_vec); - F64 mapWindVecToPitch(LLVector3 wind_vec); - F64 mapWindVecToPan(LLVector3 wind_vec); - -protected: - LLListener *mListenerp; - - bool mMuted; - void* mUserData; - - S32 mLastStatus; - - bool mEnableWind; - - LLUUID mCurrentTransfer; // Audio file currently being transferred by the system - LLFrameTimer mCurrentTransferTimer; - - // A list of all audio sources that are known to the viewer at this time. - // This is most likely a superset of the ones that we actually have audio - // data for, or are playing back. - typedef std::map source_map; - typedef std::map data_map; - - source_map mAllSources; - data_map mAllData; - - std::array 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. - std::array mBuffers; - - F32 mMasterGain; - F32 mInternalGain; // Actual gain set; either mMasterGain or 0 when mMuted is true. - F32 mSecondaryGain[AUDIO_TYPE_COUNT]; - - F32 mNextWindUpdate; - - LLFrameTimer mWindUpdateTimer; - -private: - void setDefaults(); - LLStreamingAudioInterface *mStreamingAudioImpl; -}; - - - - -// -// Standard audio source. Can be derived from for special sources, such as those attached to objects. -// - - -class LLAudioSource -{ -public: - // owner_id is the id of the agent responsible for making this sound - // play, for example, the owner of the object currently playing it - LLAudioSource(const LLUUID &id, const LLUUID& owner_id, const F32 gain, const S32 type = LLAudioEngine::AUDIO_TYPE_NONE); - virtual ~LLAudioSource(); - - virtual void update(); // Update this audio source - void updatePriority(); - - void preload(const LLUUID &audio_id); // Only used for preloading UI sounds, now. - - void addAudioData(LLAudioData *adp, bool set_current = true); - - void setForcedPriority(const bool ambient) { mForcedPriority = ambient; } - bool isForcedPriority() const { return mForcedPriority; } - - void setLoop(const bool loop) { mLoop = loop; } - bool isLoop() const { return mLoop; } - - void setSyncMaster(const bool master) { mSyncMaster = master; } - bool isSyncMaster() const { return mSyncMaster; } - - void setSyncSlave(const bool slave) { mSyncSlave = slave; } - bool isSyncSlave() const { return mSyncSlave; } - - void setQueueSounds(const bool queue) { mQueueSounds = queue; } - bool isQueueSounds() const { return mQueueSounds; } - - void setPlayedOnce(const bool played_once) { mPlayedOnce = played_once; } - - void setType(S32 type) { mType = type; } - S32 getType() { return mType; } - - void setPositionGlobal(const LLVector3d &position_global) { mPositionGlobal = position_global; } - LLVector3d getPositionGlobal() const { return mPositionGlobal; } - LLVector3 getVelocity() const { return mVelocity; } - F32 getPriority() const { return mPriority; } - - // Gain should always be clamped between 0 and 1. - F32 getGain() const { return mGain; } - virtual void setGain(const F32 gain) { mGain = llclamp(gain, 0.f, 1.f); } - - const LLUUID &getID() const { return mID; } - bool isDone() const; - bool isMuted() const { return mSourceMuted; } - - LLAudioData *getCurrentData(); - LLAudioData *getQueuedData(); - LLAudioBuffer *getCurrentBuffer(); - - bool setupChannel(); - - // Stop the audio source, reset audio id even if muted - void stop(); - - // Start the audio source playing, - // takes mute into account to preserve previous id if nessesary - bool play(const LLUUID &audio_id); - - bool hasPendingPreloads() const; // Has preloads that haven't been done yet - - friend class LLAudioEngine; - friend class LLAudioChannel; -protected: - void setChannel(LLAudioChannel *channelp); - LLAudioChannel *getChannel() const { return mChannelp; } - -protected: - LLUUID mID; // The ID of the source is that of the object if it's attached to an object. - LLUUID mOwnerID; // owner of the object playing the sound - F32 mPriority; - F32 mGain; - bool mSourceMuted; - bool mForcedPriority; // ignore mute, set high priority, researved for sound preview and UI - bool mLoop; - bool mSyncMaster; - bool mSyncSlave; - bool mQueueSounds; - bool mPlayedOnce; - bool mCorrupted; - S32 mType; - LLVector3d mPositionGlobal; - LLVector3 mVelocity; - - //LLAudioSource *mSyncMasterp; // If we're a slave, the source that we're synced to. - LLAudioChannel *mChannelp; // If we're currently playing back, this is the channel that we're assigned to. - LLAudioData *mCurrentDatap; - LLAudioData *mQueuedDatap; - - typedef std::map data_map; - data_map mPreloadMap; - - LLFrameTimer mAgeTimer; -}; - - - - -// -// Generic metadata about a particular piece of audio data. -// The actual data is handled by the derived LLAudioBuffer classes which are -// derived for each audio engine. -// - - -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 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 -}; - - -// -// Base class for an audio channel, i.e. a channel which is capable of playing back a sound. -// Management of channels is done generically, methods for actually manipulating the channel -// are derived for each audio engine. -// - - -class LLAudioChannel -{ -public: - LLAudioChannel(); - virtual ~LLAudioChannel(); - - virtual void setSource(LLAudioSource *sourcep); - LLAudioSource *getSource() const { return mCurrentSourcep; } - - void setSecondaryGain(F32 gain) { mSecondaryGain = gain; } - F32 getSecondaryGain() { return mSecondaryGain; } - - friend class LLAudioEngine; - friend class LLAudioSource; -protected: - virtual void play() = 0; - virtual void playSynced(LLAudioChannel *channelp) = 0; - virtual void cleanup() = 0; - virtual bool isPlaying() = 0; - void setWaiting(const bool waiting) { mWaiting = waiting; } - bool isWaiting() const { return mWaiting; } - - virtual bool updateBuffer(); // Check to see if the buffer associated with the source changed, and update if necessary. - virtual void update3DPosition() = 0; - virtual void updateLoop() = 0; // Update your loop/completion status, for use by queueing/syncing. -protected: - LLAudioSource *mCurrentSourcep; - LLAudioBuffer *mCurrentBufferp; - bool mLoopedThisFrame; - bool mWaiting; // Waiting for sync. - F32 mSecondaryGain; -}; - - - - -// Basically an interface class to the engine-specific implementation -// of audio data that's ready for playback. -// Will likely get more complex as we decide to do stuff like real streaming audio. - - -class LLAudioBuffer -{ -public: - virtual ~LLAudioBuffer() {}; - virtual bool loadWAV(const std::string& filename) = 0; - virtual U32 getLength() = 0; - - friend class LLAudioEngine; - friend class LLAudioChannel; - friend class LLAudioData; -protected: - bool mInUse; - LLAudioData *mAudioDatap; - LLFrameTimer mLastUseTimer; -}; - -struct SoundData -{ - LLUUID audio_uuid; - LLUUID owner_id; - F32 gain; - S32 type; - LLVector3d pos_global; - - SoundData(const LLUUID &audio_uuid, - const LLUUID& owner_id, - const F32 gain, - const S32 type = LLAudioEngine::AUDIO_TYPE_NONE, - const LLVector3d &pos_global = LLVector3d::zero) : - audio_uuid(audio_uuid), - owner_id(owner_id), - gain(gain), - type(type), - pos_global(pos_global) - { - } -}; - - -extern LLAudioEngine* gAudiop; - -#endif +/** + * @file audioengine.h + * @brief Definition of LLAudioEngine base class abstracting the audio support + * + * $LicenseInfo:firstyear=2000&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2010, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + + +#ifndef LL_AUDIOENGINE_H +#define LL_AUDIOENGINE_H + +#include +#include +#include + +#include "v3math.h" +#include "v3dmath.h" +#include "lltimer.h" +#include "lluuid.h" +#include "llframetimer.h" +#include "llassettype.h" +#include "llextendedstatus.h" + +#include "lllistener.h" + +const F32 LL_WIND_UPDATE_INTERVAL = 0.1f; +const F32 LL_WIND_UNDERWATER_CENTER_FREQ = 20.f; + +const F32 ATTACHED_OBJECT_TIMEOUT = 5.0f; +const F32 DEFAULT_MIN_DISTANCE = 2.0f; + +#define LL_MAX_AUDIO_CHANNELS 30 +#define LL_MAX_AUDIO_BUFFERS 40 // Some extra for preloading, maybe? + +class LLAudioSource; +class LLAudioData; +class LLAudioChannel; +class LLAudioChannelOpenAL; +class LLAudioBuffer; +class LLStreamingAudioInterface; +struct SoundData; + +// +// LLAudioEngine definition +// +class LLAudioEngine +{ + friend class LLAudioChannelOpenAL; // bleh. channel needs some listener methods. + +public: + enum LLAudioType + { + AUDIO_TYPE_NONE = 0, + AUDIO_TYPE_SFX = 1, + AUDIO_TYPE_UI = 2, + AUDIO_TYPE_AMBIENT = 3, + AUDIO_TYPE_COUNT = 4 // last + }; + + enum LLAudioPlayState + { + // isInternetStreamPlaying() returns an *S32*, with + // 0 = stopped, 1 = playing, 2 = paused. + AUDIO_STOPPED = 0, + AUDIO_PLAYING = 1, + AUDIO_PAUSED = 2 + }; + + LLAudioEngine(); + virtual ~LLAudioEngine(); + + // initialization/startup/shutdown + virtual bool init(void *userdata, const std::string &app_title); + virtual std::string getDriverName(bool verbose) = 0; + virtual LLStreamingAudioInterface *createDefaultStreamingAudioImpl() const = 0; + virtual void shutdown(); + + // Used by the mechanics of the engine + //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(); + virtual void updateChannels(); + + // + // "End user" functionality + // + virtual bool isWindEnabled(); + virtual void enableWind(bool state_b); + + // Use these for temporarily muting the audio system. + // Does not change buffers, initialization, etc. but + // stops playing new sounds. + void setMuted(bool muted); + bool getMuted() const { return mMuted; } +#ifdef USE_PLUGIN_MEDIA + LLPluginClassMedia* initializeMedia(const std::string& media_type); +#endif + F32 getMasterGain(); + void setMasterGain(F32 gain); + + F32 getSecondaryGain(S32 type); + void setSecondaryGain(S32 type, F32 gain); + + F32 getInternetStreamGain(); + + virtual void setDopplerFactor(F32 factor); + virtual F32 getDopplerFactor(); + virtual void setRolloffFactor(F32 factor); + virtual F32 getRolloffFactor(); + virtual void setMaxWindGain(F32 gain); + + + // Methods actually related to setting up and removing sounds + // Owner ID is the owner of the object making the request + void triggerSound(const LLUUID &sound_id, const LLUUID& owner_id, const F32 gain, + const S32 type = LLAudioEngine::AUDIO_TYPE_NONE, + const LLVector3d &pos_global = LLVector3d::zero); + void triggerSound(SoundData& soundData); + + bool preloadSound(const LLUUID &id); + + void addAudioSource(LLAudioSource *asp); + void cleanupAudioSource(LLAudioSource *asp); + + LLAudioSource *findAudioSource(const LLUUID &source_id); + LLAudioData *getAudioData(const LLUUID &audio_uuid); + + // Internet stream implementation manipulation + LLStreamingAudioInterface *getStreamingAudioImpl(); + void setStreamingAudioImpl(LLStreamingAudioInterface *impl); + // Internet stream methods - these will call down into the *mStreamingAudioImpl if it exists + void startInternetStream(const std::string& url); + void stopInternetStream(); + void pauseInternetStream(S32 pause); + void updateInternetStream(); // expected to be called often + LLAudioPlayState isInternetStreamPlaying(); + // use a value from 0.0 to 1.0, inclusive + void setInternetStreamGain(F32 vol); + std::string getInternetStreamURL(); + + // For debugging usage + virtual LLVector3 getListenerPos(); + + LLAudioBuffer *getFreeBuffer(); // Get a free buffer, or flush an existing one if you have to. + LLAudioChannel *getFreeChannel(const F32 priority); // Get a free channel or flush an existing one if your priority is higher + void cleanupBuffer(LLAudioBuffer *bufferp); + + bool hasDecodedFile(const LLUUID &uuid); + bool hasLocalFile(const LLUUID &uuid); + + bool updateBufferForData(LLAudioData *adp, const LLUUID &audio_uuid = LLUUID::null); + + + // Asset callback when we're retrieved a sound from the asset server. + void startNextTransfer(); + static void assetCallback(const LLUUID &uuid, LLAssetType::EType type, void *user_data, S32 result_code, LLExtStat ext_status); + + friend class LLPipeline; // For debugging +public: + F32 mMaxWindGain; // Hack. Public to set before fade in? + +protected: + virtual LLAudioBuffer *createBuffer() = 0; + virtual LLAudioChannel *createChannel() = 0; + + virtual bool initWind() = 0; + virtual void cleanupWind() = 0; + virtual void setInternalGain(F32 gain) = 0; + + void commitDeferredChanges(); + + virtual void allocateListener() = 0; + + + // listener methods + virtual void setListenerPos(LLVector3 vec); + virtual void setListenerVelocity(LLVector3 vec); + virtual void orientListener(LLVector3 up, LLVector3 at); + virtual void translateListener(LLVector3 vec); + + + F64 mapWindVecToGain(LLVector3 wind_vec); + F64 mapWindVecToPitch(LLVector3 wind_vec); + F64 mapWindVecToPan(LLVector3 wind_vec); + +protected: + LLListener *mListenerp; + + bool mMuted; + void* mUserData; + + S32 mLastStatus; + + bool mEnableWind; + + LLUUID mCurrentTransfer; // Audio file currently being transferred by the system + LLFrameTimer mCurrentTransferTimer; + + // A list of all audio sources that are known to the viewer at this time. + // This is most likely a superset of the ones that we actually have audio + // data for, or are playing back. + typedef std::map source_map; + typedef std::map data_map; + + source_map mAllSources; + data_map mAllData; + + std::array 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. + std::array mBuffers; + + F32 mMasterGain; + F32 mInternalGain; // Actual gain set; either mMasterGain or 0 when mMuted is true. + F32 mSecondaryGain[AUDIO_TYPE_COUNT]; + + F32 mNextWindUpdate; + + LLFrameTimer mWindUpdateTimer; + +private: + void setDefaults(); + LLStreamingAudioInterface *mStreamingAudioImpl; +}; + + + + +// +// Standard audio source. Can be derived from for special sources, such as those attached to objects. +// + + +class LLAudioSource +{ +public: + // owner_id is the id of the agent responsible for making this sound + // play, for example, the owner of the object currently playing it + LLAudioSource(const LLUUID &id, const LLUUID& owner_id, const F32 gain, const S32 type = LLAudioEngine::AUDIO_TYPE_NONE); + virtual ~LLAudioSource(); + + virtual void update(); // Update this audio source + void updatePriority(); + + void preload(const LLUUID &audio_id); // Only used for preloading UI sounds, now. + + void addAudioData(LLAudioData *adp, bool set_current = true); + + void setForcedPriority(const bool ambient) { mForcedPriority = ambient; } + bool isForcedPriority() const { return mForcedPriority; } + + void setLoop(const bool loop) { mLoop = loop; } + bool isLoop() const { return mLoop; } + + void setSyncMaster(const bool master) { mSyncMaster = master; } + bool isSyncMaster() const { return mSyncMaster; } + + void setSyncSlave(const bool slave) { mSyncSlave = slave; } + bool isSyncSlave() const { return mSyncSlave; } + + void setQueueSounds(const bool queue) { mQueueSounds = queue; } + bool isQueueSounds() const { return mQueueSounds; } + + void setPlayedOnce(const bool played_once) { mPlayedOnce = played_once; } + + void setType(S32 type) { mType = type; } + S32 getType() { return mType; } + + void setPositionGlobal(const LLVector3d &position_global) { mPositionGlobal = position_global; } + LLVector3d getPositionGlobal() const { return mPositionGlobal; } + LLVector3 getVelocity() const { return mVelocity; } + F32 getPriority() const { return mPriority; } + + // Gain should always be clamped between 0 and 1. + F32 getGain() const { return mGain; } + virtual void setGain(const F32 gain) { mGain = llclamp(gain, 0.f, 1.f); } + + const LLUUID &getID() const { return mID; } + bool isDone() const; + bool isMuted() const { return mSourceMuted; } + + LLAudioData *getCurrentData(); + LLAudioData *getQueuedData(); + LLAudioBuffer *getCurrentBuffer(); + + bool setupChannel(); + + // Stop the audio source, reset audio id even if muted + void stop(); + + // Start the audio source playing, + // takes mute into account to preserve previous id if nessesary + bool play(const LLUUID &audio_id); + + bool hasPendingPreloads() const; // Has preloads that haven't been done yet + + friend class LLAudioEngine; + friend class LLAudioChannel; +protected: + void setChannel(LLAudioChannel *channelp); + LLAudioChannel *getChannel() const { return mChannelp; } + +protected: + LLUUID mID; // The ID of the source is that of the object if it's attached to an object. + LLUUID mOwnerID; // owner of the object playing the sound + F32 mPriority; + F32 mGain; + bool mSourceMuted; + bool mForcedPriority; // ignore mute, set high priority, researved for sound preview and UI + bool mLoop; + bool mSyncMaster; + bool mSyncSlave; + bool mQueueSounds; + bool mPlayedOnce; + bool mCorrupted; + S32 mType; + LLVector3d mPositionGlobal; + LLVector3 mVelocity; + + //LLAudioSource *mSyncMasterp; // If we're a slave, the source that we're synced to. + LLAudioChannel *mChannelp; // If we're currently playing back, this is the channel that we're assigned to. + LLAudioData *mCurrentDatap; + LLAudioData *mQueuedDatap; + + typedef std::map data_map; + data_map mPreloadMap; + + LLFrameTimer mAgeTimer; +}; + + + + +// +// Generic metadata about a particular piece of audio data. +// The actual data is handled by the derived LLAudioBuffer classes which are +// derived for each audio engine. +// + + +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 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 +}; + + +// +// Base class for an audio channel, i.e. a channel which is capable of playing back a sound. +// Management of channels is done generically, methods for actually manipulating the channel +// are derived for each audio engine. +// + + +class LLAudioChannel +{ +public: + LLAudioChannel(); + virtual ~LLAudioChannel(); + + virtual void setSource(LLAudioSource *sourcep); + LLAudioSource *getSource() const { return mCurrentSourcep; } + + void setSecondaryGain(F32 gain) { mSecondaryGain = gain; } + F32 getSecondaryGain() { return mSecondaryGain; } + + friend class LLAudioEngine; + friend class LLAudioSource; +protected: + virtual void play() = 0; + virtual void playSynced(LLAudioChannel *channelp) = 0; + virtual void cleanup() = 0; + virtual bool isPlaying() = 0; + void setWaiting(const bool waiting) { mWaiting = waiting; } + bool isWaiting() const { return mWaiting; } + + virtual bool updateBuffer(); // Check to see if the buffer associated with the source changed, and update if necessary. + virtual void update3DPosition() = 0; + virtual void updateLoop() = 0; // Update your loop/completion status, for use by queueing/syncing. +protected: + LLAudioSource *mCurrentSourcep; + LLAudioBuffer *mCurrentBufferp; + bool mLoopedThisFrame; + bool mWaiting; // Waiting for sync. + F32 mSecondaryGain; +}; + + + + +// Basically an interface class to the engine-specific implementation +// of audio data that's ready for playback. +// Will likely get more complex as we decide to do stuff like real streaming audio. + + +class LLAudioBuffer +{ +public: + virtual ~LLAudioBuffer() {}; + virtual bool loadWAV(const std::string& filename) = 0; + virtual U32 getLength() = 0; + + friend class LLAudioEngine; + friend class LLAudioChannel; + friend class LLAudioData; +protected: + bool mInUse; + LLAudioData *mAudioDatap; + LLFrameTimer mLastUseTimer; +}; + +struct SoundData +{ + LLUUID audio_uuid; + LLUUID owner_id; + F32 gain; + S32 type; + LLVector3d pos_global; + + SoundData(const LLUUID &audio_uuid, + const LLUUID& owner_id, + const F32 gain, + const S32 type = LLAudioEngine::AUDIO_TYPE_NONE, + const LLVector3d &pos_global = LLVector3d::zero) : + audio_uuid(audio_uuid), + owner_id(owner_id), + gain(gain), + type(type), + pos_global(pos_global) + { + } +}; + + +extern LLAudioEngine* gAudiop; + +#endif -- cgit v1.2.3