/** * @file llvieweraudio.cpp * @brief Audio functions that used to be in viewer.cpp * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2009, 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 "llaudioengine.h" #include "llagent.h" #include "llappviewer.h" #include "llvieweraudio.h" #include "llviewercamera.h" #include "llviewercontrol.h" #include "llviewerwindow.h" #include "llvoiceclient.h" #include "llviewermedia.h" ///////////////////////////////////////////////////////// void init_audio() { if (!gAudiop) { llwarns << "Failed to create an appropriate Audio Engine" << llendl; return; } LLVector3d lpos_global = gAgent.getCameraPositionGlobal(); LLVector3 lpos_global_f; lpos_global_f.setVec(lpos_global); gAudiop->setListener(lpos_global_f, LLVector3::zero, // LLViewerCamera::getInstance()->getVelocity(), // !!! BUG need to replace this with smoothed velocity! LLViewerCamera::getInstance()->getUpAxis(), LLViewerCamera::getInstance()->getAtAxis()); // load up our initial set of sounds we'll want so they're in memory and ready to be played BOOL mute_audio = gSavedSettings.getBOOL("MuteAudio"); if (!mute_audio && FALSE == gSavedSettings.getBOOL("NoPreload")) { gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndAlert"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndBadKeystroke"))); //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndChatFromObject"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndClick"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndClickRelease"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndHealthReductionF"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndHealthReductionM"))); //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndIncomingChat"))); //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndIncomingIM"))); //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInvApplyToObject"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInvalidOp"))); //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInventoryCopyToInv"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndMoneyChangeDown"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndMoneyChangeUp"))); //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectCopyToInv"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectCreate"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectDelete"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectRezIn"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectRezOut"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndSnapshot"))); //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartAutopilot"))); //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartFollowpilot"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartIM"))); //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStopAutopilot"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTeleportOut"))); //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTextureApplyToObject"))); //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTextureCopyToInv"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTyping"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndWindowClose"))); gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndWindowOpen"))); } audio_update_volume(true); } void audio_update_volume(bool force_update) { F32 master_volume = gSavedSettings.getF32("AudioLevelMaster"); BOOL mute_audio = gSavedSettings.getBOOL("MuteAudio"); if (!gViewerWindow->getActive() && (gSavedSettings.getBOOL("MuteWhenMinimized"))) { mute_audio = TRUE; } F32 mute_volume = mute_audio ? 0.0f : 1.0f; // Sound Effects if (gAudiop) { gAudiop->setMasterGain ( master_volume ); gAudiop->setDopplerFactor(gSavedSettings.getF32("AudioLevelDoppler")); gAudiop->setRolloffFactor(gSavedSettings.getF32("AudioLevelRolloff")); #ifdef kAUDIO_ENABLE_WIND gAudiop->enableWind(!mute_audio); #endif gAudiop->setMuted(mute_audio); if (force_update) { audio_update_wind(true); } // handle secondary gains gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_SFX, gSavedSettings.getBOOL("MuteSounds") ? 0.f : gSavedSettings.getF32("AudioLevelSFX")); gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_UI, gSavedSettings.getBOOL("MuteUI") ? 0.f : gSavedSettings.getF32("AudioLevelUI")); gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_AMBIENT, gSavedSettings.getBOOL("MuteAmbient") ? 0.f : gSavedSettings.getF32("AudioLevelAmbient")); } // Streaming Music if (gAudiop) { F32 music_volume = gSavedSettings.getF32("AudioLevelMusic"); BOOL music_muted = gSavedSettings.getBOOL("MuteMusic"); music_volume = mute_volume * master_volume * (music_volume*music_volume); gAudiop->setInternetStreamGain ( music_muted ? 0.f : music_volume ); } // Streaming Media F32 media_volume = gSavedSettings.getF32("AudioLevelMedia"); BOOL media_muted = gSavedSettings.getBOOL("MuteMedia"); media_volume = mute_volume * master_volume * (media_volume*media_volume); LLViewerMedia::setVolume( media_muted ? 0.0f : media_volume ); // Voice if (LLVoiceClient::getInstance()) { F32 voice_volume = gSavedSettings.getF32("AudioLevelVoice"); voice_volume = mute_volume * master_volume * voice_volume; BOOL voice_mute = gSavedSettings.getBOOL("MuteVoice"); LLVoiceClient::getInstance()->setVoiceVolume(voice_mute ? 0.f : voice_volume); LLVoiceClient::getInstance()->setMicGain(voice_mute ? 0.f : gSavedSettings.getF32("AudioLevelMic")); if (!gViewerWindow->getActive() && (gSavedSettings.getBOOL("MuteWhenMinimized"))) { LLVoiceClient::getInstance()->setMuteMic(true); } else { LLVoiceClient::getInstance()->setMuteMic(false); } } } void audio_update_listener() { if (gAudiop) { // update listener position because agent has moved LLVector3d lpos_global = gAgent.getCameraPositionGlobal(); LLVector3 lpos_global_f; lpos_global_f.setVec(lpos_global); gAudiop->setListener(lpos_global_f, // LLViewerCamera::getInstance()VelocitySmoothed, // LLVector3::zero, gAgent.getVelocity(), // !!! *TODO: need to replace this with smoothed velocity! LLViewerCamera::getInstance()->getUpAxis(), LLViewerCamera::getInstance()->getAtAxis()); } } void audio_update_wind(bool force_update) { #ifdef kAUDIO_ENABLE_WIND // // Extract height above water to modulate filter by whether above/below water // LLViewerRegion* region = gAgent.getRegion(); if (region) { static F32 last_camera_water_height = -1000.f; LLVector3 camera_pos = gAgent.getCameraPositionAgent(); F32 camera_water_height = camera_pos.mV[VZ] - region->getWaterHeight(); // // Don't update rolloff factor unless water surface has been crossed // if (force_update || (last_camera_water_height * camera_water_height) < 0.f) { static LLUICachedControl rolloff("AudioLevelRolloff", 1.0f); if (camera_water_height < 0.f) { gAudiop->setRolloffFactor(rolloff * LL_ROLLOFF_MULTIPLIER_UNDER_WATER); } else { gAudiop->setRolloffFactor(rolloff); } } // Scale down the contribution of weather-simulation wind to the // ambient wind noise. Wind velocity averages 3.5 m/s, with gusts to 7 m/s // whereas steady-state avatar walk velocity is only 3.2 m/s. // Without this the world feels desolate on first login when you are // standing still. static LLUICachedControl wind_level("AudioLevelWind", 0.5f); LLVector3 scaled_wind_vec = gWindVec * wind_level; // Mix in the avatar's motion, subtract because when you walk north, // the apparent wind moves south. LLVector3 final_wind_vec = scaled_wind_vec - gAgent.getVelocity(); // rotate the wind vector to be listener (agent) relative gRelativeWindVec = gAgent.getFrameAgent().rotateToLocal( final_wind_vec ); // don't use the setter setMaxWindGain() because we don't // want to screw up the fade-in on startup by setting actual source gain // outside the fade-in. F32 master_volume = gSavedSettings.getBOOL("MuteAudio") ? 0.f : gSavedSettings.getF32("AudioLevelMaster"); F32 ambient_volume = gSavedSettings.getBOOL("MuteAmbient") ? 0.f : gSavedSettings.getF32("AudioLevelAmbient"); F32 max_wind_volume = master_volume * ambient_volume; const F32 WIND_SOUND_TRANSITION_TIME = 2.f; // amount to change volume this frame F32 volume_delta = (LLFrameTimer::getFrameDeltaTimeF32() / WIND_SOUND_TRANSITION_TIME) * max_wind_volume; if (force_update) { // initialize wind volume (force_update) by using large volume_delta // which is sufficient to completely turn off or turn on wind noise volume_delta = 1.f; } // mute wind when not flying if (gAgent.getFlying()) { // volume increases by volume_delta, up to no more than max_wind_volume gAudiop->mMaxWindGain = llmin(gAudiop->mMaxWindGain + volume_delta, max_wind_volume); } else { // volume decreases by volume_delta, down to no less than 0 gAudiop->mMaxWindGain = llmax(gAudiop->mMaxWindGain - volume_delta, 0.f); } last_camera_water_height = camera_water_height; gAudiop->updateWind(gRelativeWindVec, camera_water_height); } #endif }