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path: root/indra/newview/llvieweraudio.cpp
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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 "lldeferredsounds.h"
#include "llvieweraudio.h"
#include "llviewercamera.h"
#include "llviewercontrol.h"
#include "llviewerwindow.h"
#include "llvoiceclient.h"
#include "llviewermedia.h"
#include "llviewerregion.h"
#include "llprogressview.h"
#include "llcallbacklist.h"
#include "llstartup.h"
#include "llviewerparcelmgr.h"
#include "llparcel.h"
#include "llviewermessage.h"

#include "llstreamingaudio.h"

/////////////////////////////////////////////////////////
const U32 FMODEX_DECODE_BUFFER_SIZE = 1000; // in milliseconds
const U32 FMODEX_STREAM_BUFFER_SIZE = 7000; // in milliseconds

LLViewerAudio::LLViewerAudio() :
    mDone(true),
    mFadeState(FADE_IDLE),
    mFadeTime(),
    mIdleListnerActive(false),
    mForcedTeleportFade(false),
    mWasPlaying(false)
{
    mTeleportFailedConnection = LLViewerParcelMgr::getInstance()->
        setTeleportFailedCallback(boost::bind(&LLViewerAudio::onTeleportFailed, this));
    mTeleportFinishedConnection = LLViewerParcelMgr::getInstance()->
        setTeleportFinishedCallback(boost::bind(&LLViewerAudio::onTeleportFinished, this, _1, _2));
    mTeleportStartedConnection = LLViewerMessage::getInstance()->
        setTeleportStartedCallback(boost::bind(&LLViewerAudio::onTeleportStarted, this));
}

LLViewerAudio::~LLViewerAudio()
{
    mTeleportFailedConnection.disconnect();
    mTeleportFinishedConnection.disconnect();
    mTeleportStartedConnection.disconnect();
}

void LLViewerAudio::registerIdleListener()
{
    if(mIdleListnerActive==false)
    {
        mIdleListnerActive = true;
        doOnIdleRepeating(boost::bind(boost::bind(&LLViewerAudio::onIdleUpdate, this)));
    }
}

void LLViewerAudio::startInternetStreamWithAutoFade(const std::string &streamURI)
{
    LL_DEBUGS("AudioEngine") << "Start with outo fade: " << streamURI << LL_ENDL;

    // Old and new stream are identical
    if (mNextStreamURI == streamURI)
    {
        return;
    }

    if (!gAudiop)
    {
        LL_WARNS("AudioEngine") << "LLAudioEngine instance doesn't exist!" << LL_ENDL;
        return;
    }

    // Record the URI we are going to be switching to
    mNextStreamURI = streamURI;

    switch (mFadeState)
    {
    case FADE_IDLE:
        // If a stream is playing fade it out first
        if (!gAudiop->getInternetStreamURL().empty())
        {
            // The order of these tests is important, state FADE_OUT will be processed below
            mFadeState = FADE_OUT;
        }
        // Otherwise the new stream can be faded in
        else
        {
            mFadeState = FADE_IN;

            LLStreamingAudioInterface *stream = gAudiop->getStreamingAudioImpl();
            if (stream && stream->supportsAdjustableBufferSizes())
                stream->setBufferSizes(FMODEX_STREAM_BUFFER_SIZE, FMODEX_DECODE_BUFFER_SIZE);

            gAudiop->startInternetStream(mNextStreamURI);
        }

        startFading();
        break;

    case FADE_OUT:
        startFading();
        break;

    case FADE_IN:
        break;

    default:
        LL_WARNS() << "Unknown fading state: " << mFadeState << LL_ENDL;
        return;
    }

    registerIdleListener();
}

// 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()
{
    bool fadeIsFinished = false;

    // There is a delay in the login sequence between when the parcel information has
    // arrived and the music stream is started and when the audio system is called to set
    // initial volume levels.  This code extends the fade time so you hear a full fade in.
    if ((LLStartUp::getStartupState() < STATE_STARTED))
    {
        stream_fade_timer.reset();
        stream_fade_timer.setTimerExpirySec(mFadeTime);
    }

    if (mDone)
    {
        //  This should be a rare or never occurring state.
        if (mFadeState == FADE_IDLE)
        {
            deregisterIdleListener();
            fadeIsFinished = true; // Stop calling onIdleUpdate
        }

        // we have finished the current fade operation
        if (mFadeState == FADE_OUT)
        {
            if (gAudiop)
            {
                // Clear URI
                LL_DEBUGS("AudioEngine") << "Done with audio fade" << LL_ENDL;
                gAudiop->startInternetStream(LLStringUtil::null);
                gAudiop->stopInternetStream();
            }

            if (!mNextStreamURI.empty())
            {
                mFadeState = FADE_IN;

                if (gAudiop)
                {
                    LL_DEBUGS("AudioEngine") << "Audio fade in: " << mNextStreamURI << LL_ENDL;
                    LLStreamingAudioInterface *stream = gAudiop->getStreamingAudioImpl();
                    if(stream && stream->supportsAdjustableBufferSizes())
                        stream->setBufferSizes(FMODEX_STREAM_BUFFER_SIZE, FMODEX_DECODE_BUFFER_SIZE);

                    gAudiop->startInternetStream(mNextStreamURI);
                }

                startFading();
            }
            else
            {
                mFadeState = FADE_IDLE;
                deregisterIdleListener();
                fadeIsFinished = true; // Stop calling onIdleUpdate
            }
        }
        else if (mFadeState == FADE_IN)
        {
            if (gAudiop && mNextStreamURI != gAudiop->getInternetStreamURL())
            {
                mFadeState = FADE_OUT;
                startFading();
            }
            else
            {
                mFadeState = FADE_IDLE;
                deregisterIdleListener();
                fadeIsFinished = true; // Stop calling onIdleUpdate
            }
        }
    }

    return fadeIsFinished;
}

void LLViewerAudio::stopInternetStreamWithAutoFade()
{
    mFadeState = FADE_IDLE;
    mNextStreamURI = LLStringUtil::null;
    mDone = true;

    if (gAudiop)
    {
        LL_DEBUGS("AudioEngine") << "Stop audio fade" << LL_ENDL;
        gAudiop->startInternetStream(LLStringUtil::null);
        gAudiop->stopInternetStream();
    }
}

void LLViewerAudio::startFading()
{
    const F32 AUDIO_MUSIC_FADE_IN_TIME = 3.0f;
    const F32 AUDIO_MUSIC_FADE_OUT_TIME = 2.0f;
    // This minimum fade time prevents divide by zero and negative times
    const F32 AUDIO_MUSIC_MINIMUM_FADE_TIME = 0.01f;

    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 = LLViewerAudio::getInstance()->getFadeState() == LLViewerAudio::FADE_OUT ?
            AUDIO_MUSIC_FADE_OUT_TIME : AUDIO_MUSIC_FADE_IN_TIME;

        // Prevent invalid fade time
        mFadeTime = llmax(mFadeTime, AUDIO_MUSIC_MINIMUM_FADE_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 LLViewerAudio::onTeleportStarted()
{
    if (gAudiop && !LLViewerAudio::getInstance()->getForcedTeleportFade())
    {
        // Even though the music was turned off it was starting up (with autoplay disabled) occasionally
        // after a failed teleport or after an intra-parcel teleport.  Also, the music sometimes was not
        // restarting after a successful intra-parcel teleport. Setting mWasPlaying fixes these issues.
        LLViewerAudio::getInstance()->setWasPlaying(!gAudiop->getInternetStreamURL().empty());
        LLViewerAudio::getInstance()->setForcedTeleportFade(true);
        LLViewerAudio::getInstance()->startInternetStreamWithAutoFade(LLStringUtil::null);
        LLViewerAudio::getInstance()->setNextStreamURI(LLStringUtil::null);
    }
}

void LLViewerAudio::onTeleportFailed()
{
    // Calling audio_update_volume makes sure that the music stream is properly set to be restored to
    // its previous value
    audio_update_volume(false);

    if (gAudiop && mWasPlaying)
    {
        LLParcel* parcel = LLViewerParcelMgr::getInstance()->getAgentParcel();
        if (parcel)
        {
            mNextStreamURI = parcel->getMusicURL();
            LL_INFOS() << "Teleport failed -- setting music stream to " << mNextStreamURI << LL_ENDL;
        }
    }
    mWasPlaying = false;
}

void LLViewerAudio::onTeleportFinished(const LLVector3d& pos, const bool& local)
{
    // Calling audio_update_volume makes sure that the music stream is properly set to be restored to
    // its previous value
    audio_update_volume(false);

    if (gAudiop && local && mWasPlaying)
    {
        LLParcel* parcel = LLViewerParcelMgr::getInstance()->getAgentParcel();
        if (parcel)
        {
            mNextStreamURI = parcel->getMusicURL();
            LL_INFOS() << "Intraparcel teleport -- setting music stream to " << mNextStreamURI << LL_ENDL;
        }
    }
    mWasPlaying = false;
}

void init_audio()
{
    if (!gAudiop)
    {
        LL_WARNS() << "Failed to create an appropriate Audio Engine" << LL_ENDL;
        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")));
        gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndRestart")));
    }

    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;

    if (gAudiop)
    {
        // Sound Effects

        gAudiop->setMasterGain ( master_volume );

        const F32 AUDIO_LEVEL_DOPPLER = 1.f;
        gAudiop->setDopplerFactor(AUDIO_LEVEL_DOPPLER);

        if(!LLViewerCamera::getInstance()->cameraUnderWater())
        {
            const F32 AUDIO_LEVEL_ROLLOFF = 1.f;
            gAudiop->setRolloffFactor(AUDIO_LEVEL_ROLLOFF);
        }
        else
        {
            const F32 AUDIO_LEVEL_UNDERWATER_ROLLOFF = 5.f;
            gAudiop->setRolloffFactor(AUDIO_LEVEL_UNDERWATER_ROLLOFF);
        }

        gAudiop->setMuted(mute_audio || progress_view_visible);

        //Play any deferred sounds when unmuted
        if(!gAudiop->getMuted())
        {
            LLDeferredSounds::instance().playdeferredSounds();
        }

        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 (!progress_view_visible && LLViewerAudio::getInstance()->getForcedTeleportFade())
        {
            LLViewerAudio::getInstance()->setWasPlaying(!gAudiop->getInternetStreamURL().empty());
            LLViewerAudio::getInstance()->setForcedTeleportFade(false);
        }

        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::getInstance()->setVolume( media_muted ? 0.0f : media_volume );

    // Voice, this is parametric singleton, it gets initialized when ready
    if (LLVoiceClient::instanceExists())
    {
        F32 voice_volume = gSavedSettings.getF32("AudioLevelVoice");
        voice_volume = mute_volume * master_volume * voice_volume;
        BOOL voice_mute = gSavedSettings.getBOOL("MuteVoice");
        LLVoiceClient *voice_inst = LLVoiceClient::getInstance();
        voice_inst->setVoiceVolume(voice_mute ? 0.f : voice_volume);
        voice_inst->setMicGain(voice_mute ? 0.f : gSavedSettings.getF32("AudioLevelMic"));

        if (!gViewerWindow->getActive() && (gSavedSettings.getBOOL("MuteWhenMinimized")))
        {
            voice_inst->setMuteMic(true);
        }
        else
        {
            voice_inst->setMuteMic(false);
        }
    }
}

void audio_update_listener()
{
    if (gAudiop)
    {
        // update listener position because agent has moved
        static LLUICachedControl<S32> mEarLocation("MediaSoundsEarLocation", 0);
        LLVector3d ear_position;
        switch(mEarLocation)
        {
        case 0:
        default:
            ear_position = gAgentCamera.getCameraPositionGlobal();
            break;

        case 1:
            ear_position = gAgent.getPositionGlobal();
            break;
        }
        LLVector3d lpos_global = ear_position;
        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

    LLViewerRegion* region = gAgent.getRegion();
    if (region)
    {
        // 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.
        const F32 WIND_LEVEL = 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;
        }

        if (!gAudiop)
        {
            LL_WARNS("AudioEngine") << "LLAudioEngine instance doesn't exist!" << LL_ENDL;
            return;
        }

        // 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);
        }

        gAudiop->updateWind(gRelativeWindVec, gAgentCamera.getCameraPositionAgent()[VZ] - gAgent.getRegion()->getWaterHeight());
    }
#endif
}