void LLAudioEngine::setMasterGain(const F32 gain)
{
	mMasterGain = gain;
	F32 internal_gain = getMuted() ? 0.f : gain;
	if (internal_gain != mInternalGain)
	{
		mInternalGain = internal_gain;
		setInternalGain(mInternalGain);
	}
}
Ejemplo n.º 2
0
void LLAudioEngine::setMasterGain(const F32 gain)
{
	mMasterGain = gain;
	setInternalGain(gain);
}
Ejemplo n.º 3
0
void LLAudioEngine::idle(F32 max_decode_time)
{
	if (max_decode_time <= 0.f)
	{
		max_decode_time = default_max_decode_time;
	}
	
	// "Update" all of our audio sources, clean up dead ones.
	// Primarily does position updating, cleanup of unused audio sources.
	// Also does regeneration of the current priority of each audio source.

	if (getMuted())
	{
		setInternalGain(0.f);
	}
	else
	{
		setInternalGain(getMasterGain());
	}

	S32 i;
	for (i = 0; i < MAX_BUFFERS; i++)
	{
		if (mBuffers[i])
		{
			mBuffers[i]->mInUse = FALSE;
		}
	}

	F32 max_priority = -1.f;
	LLAudioSource *max_sourcep = NULL; // Maximum priority source without a channel
	source_map::iterator iter;
	for (iter = mAllSources.begin(); iter != mAllSources.end();)
	{
		LLAudioSource *sourcep = iter->second;

		// Update this source
		sourcep->update();
		sourcep->updatePriority();

		if (sourcep->isDone())
		{
			// The source is done playing, clean it up.
			delete sourcep;
			mAllSources.erase(iter++);
			continue;
		}

		if (!sourcep->getChannel() && sourcep->getCurrentBuffer())
		{
			// We could potentially play this sound if its priority is high enough.
			if (sourcep->getPriority() > max_priority)
			{
				max_priority = sourcep->getPriority();
				max_sourcep = sourcep;
			}
		}

		// Move on to the next source
		iter++;
	}

	// Now, do priority-based organization of audio sources.
	// All channels used, check priorities.
	// Find channel with lowest priority
	if (max_sourcep)
	{
		LLAudioChannel *channelp = getFreeChannel(max_priority);
		if (channelp)
		{
			//llinfos << "Replacing source in channel due to priority!" << llendl;
			max_sourcep->setChannel(channelp);
			channelp->setSource(max_sourcep);
			if (max_sourcep->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.
				channelp->setWaiting(TRUE);
			}
			else
			{
				channelp->setWaiting(FALSE);
				channelp->play();
			}
		}
	}

	
	// Do this BEFORE we update the channels
	// Update the channels to sync up with any changes that the source made,
	// such as changing what sound was playing.
	updateChannels();

	// Update queued sounds (switch to next queued data if the current has finished playing)
	for (iter = mAllSources.begin(); iter != mAllSources.end(); ++iter)
	{
		// This is lame, instead of this I could actually iterate through all the sources
		// attached to each channel, since only those with active channels
		// can have anything interesting happen with their queue? (Maybe not true)
		LLAudioSource *sourcep = iter->second;
		if (!sourcep->mQueuedDatap)
		{
			// Nothing queued, so we don't care.
			continue;
		}

		LLAudioChannel *channelp = sourcep->getChannel();
		if (!channelp)
		{
			// This sound isn't playing, so we just process move the queue
			sourcep->mCurrentDatap = sourcep->mQueuedDatap;
			sourcep->mQueuedDatap = NULL;

			// Reset the timer so the source doesn't die.
			sourcep->mAgeTimer.reset();
			// Make sure we have the buffer set up if we just decoded the data
			if (sourcep->mCurrentDatap)
			{
				updateBufferForData(sourcep->mCurrentDatap);
			}

			// Actually play the associated data.
			sourcep->setupChannel();
			channelp = sourcep->getChannel();
			if (channelp)
			{
				channelp->updateBuffer();
				sourcep->getChannel()->play();
			}
			continue;
		}
		else
		{
			// Check to see if the current sound is done playing, or looped.
			if (!channelp->isPlaying())
			{
				sourcep->mCurrentDatap = sourcep->mQueuedDatap;
				sourcep->mQueuedDatap = NULL;

				// Reset the timer so the source doesn't die.
				sourcep->mAgeTimer.reset();

				// Make sure we have the buffer set up if we just decoded the data
				if (sourcep->mCurrentDatap)
				{
					updateBufferForData(sourcep->mCurrentDatap);
				}

				// Actually play the associated data.
				sourcep->setupChannel();
				channelp->updateBuffer();
				sourcep->getChannel()->play();
			}
			else if (sourcep->isLoop())
			{
				// It's a loop, we need to check and see if we're done with it.
				if (channelp->mLoopedThisFrame)
				{
					sourcep->mCurrentDatap = sourcep->mQueuedDatap;
					sourcep->mQueuedDatap = NULL;

					// Actually, should do a time sync so if we're a loop master/slave
					// we don't drift away.
					sourcep->setupChannel();
					sourcep->getChannel()->play();
				}
			}
		}
	}

	// Lame, update the channels AGAIN.
	// Update the channels to sync up with any changes that the source made,
	// such as changing what sound was playing.
	updateChannels();
	
	// Hack!  For now, just use a global sync master;
	LLAudioSource *sync_masterp = NULL;
	LLAudioChannel *master_channelp = NULL;
	F32 max_sm_priority = -1.f;
	for (iter = mAllSources.begin(); iter != mAllSources.end(); ++iter)
	{
		LLAudioSource *sourcep = iter->second;
		if (sourcep->isSyncMaster())
		{
			if (sourcep->getPriority() > max_sm_priority)
			{
				sync_masterp = sourcep;
				master_channelp = sync_masterp->getChannel();
				max_sm_priority = sourcep->getPriority();
			}
		}
	}

	if (master_channelp && master_channelp->mLoopedThisFrame)
	{
		// Synchronize loop slaves with their masters
		// Update queued sounds (switch to next queued data if the current has finished playing)
		for (iter = mAllSources.begin(); iter != mAllSources.end(); ++iter)
		{
			LLAudioSource *sourcep = iter->second;

			if (!sourcep->isSyncSlave())
			{
				// Not a loop slave, we don't need to do anything
				continue;
			}

			LLAudioChannel *channelp = sourcep->getChannel();
			if (!channelp)
			{
				// Not playing, don't need to bother.
				continue;
			}

			if (!channelp->isPlaying())
			{
				// Now we need to check if our loop master has just looped, and
				// start playback if that's the case.
				if (sync_masterp->getChannel())
				{
					channelp->playSynced(master_channelp);
					channelp->setWaiting(FALSE);
				}
			}
		}
	}

	// Sync up everything that the audio engine needs done.
	commitDeferredChanges();
	
	// Flush unused buffers that are stale enough
	for (i = 0; i < MAX_BUFFERS; i++)
	{
		if (mBuffers[i])
		{
			if (!mBuffers[i]->mInUse && mBuffers[i]->mLastUseTimer.getElapsedTimeF32() > 30.f)
			{
				//llinfos << "Flushing unused buffer!" << llendl;
				mBuffers[i]->mAudioDatap->mBufferp = NULL;
				delete mBuffers[i];
				mBuffers[i] = NULL;
			}
		}
	}


	// Clear all of the looped flags for the channels
	for (i = 0; i < MAX_CHANNELS; i++)
	{
		if (mChannels[i])
		{
			mChannels[i]->mLoopedThisFrame = FALSE;
		}
	}

	// Decode audio files
	gAudioDecodeMgrp->processQueue(max_decode_time);
	
	// Call this every frame, just in case we somehow
	// missed picking it up in all the places that can add
	// or request new data.
	startNextTransfer();
}