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/**
* @file llvieweraudio.cpp
* @brief Audio functions that used to be in viewer.cpp
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* 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"
#include "llagentcamera.h"
#include "llappviewer.h"
#include "llvieweraudio.h"
#include "llviewercamera.h"
#include "llviewercontrol.h"
#include "llviewerwindow.h"
#include "llvoiceclient.h"
#include "llviewermedia.h"
#include "llprogressview.h"
#include "llcallbacklist.h"
/////////////////////////////////////////////////////////
LLViewerAudio::LLViewerAudio() :
mDone(true),
mFadeState(FADE_IDLE),
mFadeTime(),
mIdleListnerActive(false)
{
}
LLViewerAudio::~LLViewerAudio()
{
}
void LLViewerAudio::registerIdleListener()
{
if(mIdleListnerActive==false)
{
mIdleListnerActive = true;
doOnIdleRepeating(boost::bind(boost::bind(&LLViewerAudio::onIdleUpdate, this)));
}
}
void LLViewerAudio::startInternetStreamWithAutoFade(std::string streamURI)
{
// Old and new stream are identical
if (mNextStreamURI == streamURI)
{
return;
}
// Record the URI we are going to be switching to
mNextStreamURI = streamURI;
if (mFadeState == FADE_IDLE)
{
// If a stream is playing fade it out first
if (!gAudiop->getInternetStreamURL().empty())
{
mFadeState = FADE_OUT;
}
// Otherwise the new stream can be faded in
else
{
mFadeState = FADE_IN;
gAudiop->startInternetStream(mNextStreamURI);
startFading();
registerIdleListener();
return;
}
}
if (mFadeState == FADE_OUT)
{
startFading();
registerIdleListener();
return;
}
if (mFadeState == FADE_IN)
{
registerIdleListener();
return;
}
}
// We want onIdleUpdate callback to keep firing whilst we are fading out. Once we have completed the fade
// out, we switch the stream and start a fade in, and we don't care about idle updates anymore.
// A return of false from onIdleUpdate means it will be called again next idle update.
// A return of true means we have finished with it and the callback will be deleted.
bool LLViewerAudio::onIdleUpdate()
{
if (mDone)
{
// This should be a rare or never occurring state.
if (mFadeState == FADE_IDLE)
{
deregisterIdleListener();
return true; // Stop calling onIdleUpdate
}
// we have finished the current fade operation
if (mFadeState == FADE_OUT)
{
// Clear URI
gAudiop->startInternetStream(LLStringUtil::null);
gAudiop->stopInternetStream();
if (!mNextStreamURI.empty())
{
mFadeState = FADE_IN;
gAudiop->startInternetStream(mNextStreamURI);
startFading();
return false;
}
else
{
mFadeState = FADE_IDLE;
deregisterIdleListener();
return true; // Stop calling onIdleUpdate
}
}
else if (mFadeState == FADE_IN)
{
if (mNextStreamURI != gAudiop->getInternetStreamURL())
{
mFadeState = FADE_OUT;
startFading();
return false;
}
else
{
mFadeState = FADE_IDLE;
deregisterIdleListener();
return true; // Stop calling onIdleUpdate
}
}
}
return false;
}
void LLViewerAudio::stopInternetStreamWithAutoFade()
{
mFadeState = FADE_IDLE;
mNextStreamURI = LLStringUtil::null;
mDone = true;
gAudiop->startInternetStream(LLStringUtil::null);
gAudiop->stopInternetStream();
}
void LLViewerAudio::startFading()
{
const F32 AUDIO_MUSIC_FADE_IN_TIME = 3.0;
const F32 AUDIO_MUSIC_FADE_OUT_TIME = 2.0;
if(mDone)
{
// The fade state here should only be one of FADE_IN or FADE_OUT, but, in case it is not,
// rather than check for both states assume a fade in and check for the fade out case.
mFadeTime = AUDIO_MUSIC_FADE_IN_TIME;
if (LLViewerAudio::getInstance()->getFadeState() == LLViewerAudio::FADE_OUT)
{
mFadeTime = AUDIO_MUSIC_FADE_OUT_TIME;
}
stream_fade_timer.reset();
stream_fade_timer.setTimerExpirySec(mFadeTime);
mDone = false;
}
}
F32 LLViewerAudio::getFadeVolume()
{
F32 fade_volume = 1.0f;
if (stream_fade_timer.hasExpired())
{
mDone = true;
// If we have been fading out set volume to 0 until the next fade state occurs to prevent
// an audio transient.
if (LLViewerAudio::getInstance()->getFadeState() == LLViewerAudio::FADE_OUT)
{
fade_volume = 0.0f;
}
}
if (!mDone)
{
// Calculate how far we are into the fade time
fade_volume = stream_fade_timer.getElapsedTimeF32() / mFadeTime;
if (LLViewerAudio::getInstance()->getFadeState() == LLViewerAudio::FADE_OUT)
{
// If we are not fading in then we are fading out, so invert the fade
// direction; start loud and move towards zero volume.
fade_volume = 1.0f - fade_volume;
}
}
return fade_volume;
}
void init_audio()
{
if (!gAudiop)
{
llwarns << "Failed to create an appropriate Audio Engine" << llendl;
return;
}
LLVector3d lpos_global = gAgentCamera.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");
LLProgressView* progress = gViewerWindow->getProgressView();
BOOL progress_view_visible = FALSE;
if (progress)
{
progress_view_visible = progress->getVisible();
}
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"));
gAudiop->setMuted(mute_audio || progress_view_visible);
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");
F32 fade_volume = LLViewerAudio::getInstance()->getFadeVolume();
music_volume = mute_volume * master_volume * music_volume * fade_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;
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 = gAgentCamera.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 = gAgentCamera.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<F32> 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<F32> 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
}
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