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/**
* @file llpreviewsound.cpp
* @brief LLPreviewSound class implementation
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* 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 "llaudioengine.h"
#include "llagent.h" // gAgent
#include "llbutton.h"
#include "llinventory.h"
#include "lllineeditor.h"
#include "llpreviewsound.h"
#include "llresmgr.h"
#include "llviewercontrol.h"
#include "llviewermessage.h" // send_guid_sound_trigger
#include "lluictrlfactory.h"
extern LLAudioEngine* gAudiop;
extern LLAgent gAgent;
const F32 SOUND_GAIN = 1.0f;
LLPreviewSound::LLPreviewSound(const LLSD& key)
: LLPreview( key )
{
//Called from floater reg: LLUICtrlFactory::getInstance()->buildFloater(this,"floater_preview_sound.xml", FALSE);
}
// virtual
BOOL LLPreviewSound::postBuild()
{
const LLInventoryItem* item = getItem();
if (item)
{
childSetText("desc", item->getDescription());
if (gAudiop)
gAudiop->preloadSound(item->getAssetUUID()); // preload the sound
}
childSetAction("Sound play btn",&LLPreviewSound::playSound,this);
childSetAction("Sound audition btn",&LLPreviewSound::auditionSound,this);
LLButton* button = getChild<LLButton>("Sound play btn");
button->setSoundFlags(LLView::SILENT);
button = getChild<LLButton>("Sound audition btn");
button->setSoundFlags(LLView::SILENT);
childSetCommitCallback("desc", LLPreview::onText, this);
childSetPrevalidate("desc", &LLTextValidate::validateASCIIPrintableNoPipe);
return LLPreview::postBuild();
}
// 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();
gAudiop->triggerSound(item->getAssetUUID(), gAgent.getID(), SOUND_GAIN, LLAudioEngine::AUDIO_TYPE_UI, lpos_global);
}
}
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