/** * @file llpreviewsound.cpp * @brief LLPreviewSound class implementation * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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 "audioengine.h" #include "llagent.h" // gAgent #include "llbutton.h" #include "llinventory.h" #include "llinventoryview.h" #include "lllineeditor.h" #include "llpreviewsound.h" #include "llresmgr.h" #include "llviewercontrol.h" #include "llviewermessage.h" // send_guid_sound_trigger #include "llvieweruictrlfactory.h" extern LLAudioEngine* gAudiop; extern LLAgent gAgent; const F32 SOUND_GAIN = 1.0f; LLPreviewSound::LLPreviewSound(const std::string& name, const LLRect& rect, const std::string& title, const LLUUID& item_uuid, const LLUUID& object_uuid) : LLPreview( name, rect, title, item_uuid, object_uuid) { gUICtrlFactory->buildFloater(this,"floater_preview_sound.xml"); childSetAction("Sound play btn",&LLPreviewSound::playSound,this); childSetAction("Sound audition btn",&LLPreviewSound::auditionSound,this); LLButton* button = LLUICtrlFactory::getButtonByName(this, "Sound play btn"); button->setSoundFlags(LLView::SILENT); button = LLUICtrlFactory::getButtonByName(this, "Sound audition btn"); button->setSoundFlags(LLView::SILENT); const LLInventoryItem* item = getItem(); childSetCommitCallback("desc", LLPreview::onText, this); childSetText("desc", item->getDescription()); childSetPrevalidate("desc", &LLLineEditor::prevalidatePrintableNotPipe); // preload the sound if(item && gAudiop) { gAudiop->preloadSound(item->getAssetUUID()); } setTitle(title); if (!getHost()) { LLRect curRect = getRect(); translate(rect.mLeft - curRect.mLeft, rect.mTop - curRect.mTop); } } // static void LLPreviewSound::playSound( void *userdata ) { LLPreviewSound* self = (LLPreviewSound*) userdata; const LLInventoryItem *item = self->getItem(); if(item && gAudiop) { send_sound_trigger(item->getAssetUUID(), SOUND_GAIN); } } // static void LLPreviewSound::auditionSound( void *userdata ) { LLPreviewSound* self = (LLPreviewSound*) userdata; const LLInventoryItem *item = self->getItem(); if(item && gAudiop) { LLVector3d lpos_global = gAgent.getPositionGlobal(); F32 volume = gSavedSettings.getBOOL("MuteSounds") ? 0.f : SOUND_GAIN * gSavedSettings.getF32("AudioLevelSFX"); gAudiop->triggerSound(item->getAssetUUID(), gAgent.getID(), volume, lpos_global); } }