bool LLAudioSource::play(const LLUUID &audio_uuid)
{
	// Special abuse of play(); don't play a sound, but kill it.
	if (audio_uuid.isNull())
	{
		if (getChannel())
		{
			getChannel()->setSource(NULL);
			setChannel(NULL);
			if (!isMuted())
			{
				mCurrentDatap = NULL;
			}
		}
		return false;
	}

	// <edit>
	if(mType != LLAudioEngine::AUDIO_TYPE_UI) //&& mSourceID.notNull())
		logSoundPlay(this, audio_uuid);
	// </edit>

	// Reset our age timeout if someone attempts to play the source.
	mAgeTimer.reset();

	LLAudioData *adp = gAudiop->getAudioData(audio_uuid);
	addAudioData(adp);

	if (isMuted())
	{
		return false;
	}

	bool has_buffer = gAudiop->updateBufferForData(adp, audio_uuid);
	if (!has_buffer)
	{
		// Don't bother trying to set up a channel or anything, we don't have an audio buffer.
		return false;
	}

	if (!setupChannel())
	{
		return false;
	}

	if (isSyncSlave())
	{
		// A sync slave, it doesn't start playing until it's synced up with the master.
		// Flag this channel as waiting for sync, and return true.
		getChannel()->setWaiting(true);
		return true;
	}

	getChannel()->play();
	return true;
}
Beispiel #2
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bool LLAudioSource::play(const LLUUID &audio_uuid)
{
	// NaCl - Sound Explorer
	if(mType != LLAudioEngine::AUDIO_TYPE_UI) //&& mSourceID.notNull())
	{
		logSoundPlay(mLogID, this, mPositionGlobal, mType, audio_uuid, mOwnerID, mSourceID, mIsTrigger, mLoop);
	}
	// NaCl End
	// Special abuse of play(); don't play a sound, but kill it.
	if (audio_uuid.isNull())
	{
		if (getChannel())
		{
			// NaCl - Sound Explorer
			if(getChannel()->getSource())
			// NaCl End
			getChannel()->setSource(NULL);
			setChannel(NULL);
			if (!isMuted())
			{
				mCurrentDatap = NULL;
			}
		}
		return false;
	}

	// Reset our age timeout if someone attempts to play the source.
	mAgeTimer.reset();

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

	LLAudioData *adp = gAudiop->getAudioData(audio_uuid);
	if( !adp )
		return false;
	addAudioData(adp);

	if (isMuted())
	{
		return false;
	}

	bool has_buffer = gAudiop->updateBufferForData(adp, audio_uuid);
	if (!has_buffer)
	{
		// Don't bother trying to set up a channel or anything, we don't have an audio buffer.
		return false;
	}

	if (!setupChannel())
	{
		return false;
	}

	if (isSyncSlave())
	{
		// A sync slave, it doesn't start playing until it's synced up with the master.
		// Flag this channel as waiting for sync, and return true.
		getChannel()->setWaiting(true);
		return true;
	}

	getChannel()->play();
	return true;
}
bool LLAudioSource::play(const LLUUID &audio_uuid)
{
	// Special abuse of play(); don't play a sound, but kill it.
	if (audio_uuid.isNull())
	{
		if (getChannel())
		{
			llassert(this == getChannel()->getSource());
			getChannel()->cleanup();
			if (!isMuted())
			{
				mCurrentDatap = NULL;
			}
		}
		return false;
	}

	if(mType != LLAudioEngine::AUDIO_TYPE_UI) //&& mSourceID.notNull())
		logSoundPlay(this, audio_uuid);

	// Reset our age timeout if someone attempts to play the source.
	mAgeTimer.reset();

	LLAudioData *adp = gAudiop->getAudioData(audio_uuid);

	if (isQueueSounds())
	{
		if(mQueuedDatap)
		{
			// We already have a sound queued up. Ignore new request.
			return false;
		}
		else if (adp == mCurrentDatap && isLoop())
		{
			// No point in queuing the same sound if
			// we're looping.
			return true;
		}
		else if(mCurrentDatap)
		{
			mQueuedDatap = adp;
			return true;
		}
	}
	else if(mCurrentDatap == adp)	//Desired sound did not change. Just re-play it.
	{
		if(getChannel() && getChannel()->isPlaying())
			getChannel()->play();
		return true;
	}
	else							//Desired sound did change. Release the old channel if set.
	{
		if(getChannel())
			getChannel()->cleanup();
		mPlayedOnce = false;		//Reset the played flag so the new sound is actually started up.
	}

	mCurrentDatap = adp;

	return true;
}