void LLAudioChannel::setSource(LLAudioSource *sourcep) { //llinfos << this << ": setSource(" << sourcep << ")" << llendl; if (!sourcep) { // Clearing the source for this channel, don't need to do anything. //llinfos << "Clearing source for channel" << llendl; cleanup(); mCurrentSourcep = NULL; mWaiting = false; return; } if (sourcep == mCurrentSourcep) { // Don't reallocate the channel, this will make FMOD goofy. //llinfos << "Calling setSource with same source!" << llendl; } mCurrentSourcep = sourcep; updateBuffer(); update3DPosition(); }
void LLAudioChannel::setSource(LLAudioSource *sourcep) { //LL_INFOS() << this << ": setSource(" << sourcep << ")" << LL_ENDL; if (!sourcep) { // Clearing the source for this channel, don't need to do anything. //LL_INFOS() << "Clearing source for channel" << LL_ENDL; cleanup(); mCurrentSourcep = NULL; mWaiting = false; } else { LL_DEBUGS("AudioEngine") << "( id: " << sourcep->getID() << ")" << LL_ENDL; if (sourcep == mCurrentSourcep) { // Don't reallocate the channel, this will make FMOD goofy. //LL_INFOS() << "Calling setSource with same source!" << LL_ENDL; } mCurrentSourcep = sourcep; updateBuffer(); update3DPosition(); } }
void LLAudioChannel::setSource(LLAudioSource *sourcep) { //llinfos << this << ": setSource(" << sourcep << ")" << llendl; if (!sourcep) { // Clearing the source for this channel, don't need to do anything. LL_DEBUGS("AudioEngine") << "Clearing source for channel" << llendl; cleanup(); return; } if (sourcep == mCurrentSourcep) { // Don't reallocate the channel, this will make FMOD goofy. LL_DEBUGS("AudioEngine") << "Calling setSource with same source!" << llendl; } cleanup(); mCurrentSourcep = sourcep; mCurrentSourcep->setChannel(this); updateBuffer(); update3DPosition(); }
void LLAudioChannel::setSource(LLAudioSource *sourcep) { llassert_always(sourcep); llassert_always(!mCurrentSourcep); mCurrentSourcep = sourcep; mCurrentSourcep->setChannel(this); updateBuffer(); update3DPosition(); }