/** * @file llaudiosourcevo.cpp * @author Douglas Soo, James Cook * @brief Audio sources attached to viewer objects * * $LicenseInfo:firstyear=2006&license=viewergpl$ * * Copyright (c) 2006-2009, 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 "llviewerprecompiledheaders.h" #include "llaudiosourcevo.h" #include "llagentcamera.h" #include "llmutelist.h" #include "llviewerparcelmgr.h" LLAudioSourceVO::LLAudioSourceVO(const LLUUID &sound_id, const LLUUID& owner_id, const F32 gain, LLViewerObject *objectp) : LLAudioSource(sound_id, owner_id, gain, LLAudioEngine::AUDIO_TYPE_SFX), mObjectp(objectp) { update(); } LLAudioSourceVO::~LLAudioSourceVO() { if (mObjectp) { mObjectp->clearAttachedSound(); } mObjectp = NULL; } void LLAudioSourceVO::setGain(const F32 gain) { mGain = llclamp(gain, 0.f, 1.f); } void LLAudioSourceVO::updateMute() { if (!mObjectp || mObjectp->isDead()) { mSourceMuted = true; return; } bool mute = false; LLVector3d pos_global; if (mObjectp->isAttachment()) { LLViewerObject* parent = mObjectp; while (parent && !parent->isAvatar()) { parent = (LLViewerObject*)parent->getParent(); } if (parent) { pos_global = parent->getPositionGlobal(); } } else { pos_global = mObjectp->getPositionGlobal(); } if (!LLViewerParcelMgr::getInstance()->canHearSound(pos_global)) { mute = true; } if (!mute) { if (LLMuteList::getInstance()->isMuted(mObjectp->getID())) { mute = true; } else if (LLMuteList::getInstance()->isMuted(mOwnerID, LLMute::flagObjectSounds)) { mute = true; } else if (mObjectp->isAttachment()) { LLViewerObject* parent = mObjectp; while (parent && !parent->isAvatar()) { parent = (LLViewerObject*)parent->getParent(); } if (parent && LLMuteList::getInstance()->isMuted(parent->getID())) { mute = true; } } } if (mute != mSourceMuted) { mSourceMuted = mute; if (mSourceMuted) { // Stop the sound. this->play(LLUUID::null); } else { // Muted sounds keep there data at all times, because // it's the place where the audio UUID is stored. // However, it's possible that mCurrentDatap is // NULL when this source did only preload sounds. if (mCurrentDatap) { // Restart the sound. this->play(mCurrentDatap->getID()); } } } } void LLAudioSourceVO::update() { updateMute(); if (!mObjectp) { return; } if (mObjectp->isDead()) { mObjectp = NULL; return; } if (mSourceMuted) { return; } if (mObjectp->isHUDAttachment()) { mPositionGlobal = gAgentCamera.getCameraPositionGlobal(); } else { mPositionGlobal = mObjectp->getPositionGlobal(); } if (mObjectp->getSubParent()) { mVelocity = mObjectp->getSubParent()->getVelocity(); } else { mVelocity = mObjectp->getVelocity(); } LLAudioSource::update(); }