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/**
* @file llaudiosourcevo.cpp
* @author Douglas Soo, James Cook
* @brief Audio sources attached to viewer objects
*
* $LicenseInfo:firstyear=2006&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llaudiosourcevo.h"
#include "llagent.h"
#include "llagentcamera.h"
#include "llmutelist.h"
#include "llviewercontrol.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::checkCutOffRadius()
{
if (mSourceMuted // already muted by something, will be recalculated on update()
|| !mObjectp)
{
return;
}
F32 cutoff = mObjectp->getSoundCutOffRadius();
if (cutoff < 0.1f)
{
// consider cutoff below 0.1m as off (to avoid near zero comparison)
return;
}
LLVector3d pos_global = getPosGlobal();
if (!isInCutOffRadius(pos_global, cutoff))
{
mSourceMuted = true;
}
}
LLVector3d LLAudioSourceVO::getPosGlobal() const
{
if (mObjectp->isAttachment())
{
LLViewerObject* parent = mObjectp;
while (parent && !parent->isAvatar())
{
parent = (LLViewerObject*)parent->getParent();
}
if (parent)
{
return parent->getPositionGlobal();
}
}
else
{
return mObjectp->getPositionGlobal();
}
return LLVector3d();
}
bool LLAudioSourceVO::isInCutOffRadius(const LLVector3d pos_global, const F32 cutoff) const
{
static LLCachedControl<S32> ear_mode(gSavedSettings, "VoiceEarLocation", 0);
LLVector3d pos_ear;
switch (ear_mode())
{
case 0: // camera
pos_ear = gAgentCamera.getCameraPositionGlobal();
break;
case 1: // avatar
case 2:
// voice support 'mixed' in '2' case with agent's position and camera's rotations
// but it is not defined in settings and uses camera as default
pos_ear = gAgent.getPositionGlobal();
break;
default:
pos_ear = gAgentCamera.getCameraPositionGlobal();
break;
}
LLVector3d to_vec = pos_global - pos_ear;
F32 dist = (F32)to_vec.magVec();
return dist < cutoff;
}
void LLAudioSourceVO::updateMute()
{
if (!mObjectp || mObjectp->isDead())
{
mSourceMuted = true;
return;
}
bool mute = false;
LLVector3d pos_global = getPosGlobal();
F32 cutoff = mObjectp->getSoundCutOffRadius();
if ((cutoff > 0.1f && !isInCutOffRadius(pos_global, cutoff)) // consider cutoff below 0.1m as off
|| !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();
}
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