bool LLAudioSource::isDone() const
{
	static const F32 MAX_AGE = 60.f;
	static const F32 MAX_UNPLAYED_AGE = 15.f;
	static const F32 MAX_MUTED_AGE = 11.f;
	if(mCorrupted)
	{
		// If we decode bad data then just kill this source entirely.
		return true;
	}
	else if (isLoop())
	{
		// Looped sources never die on their own.
		return false;
	}
	else if (hasPendingPreloads())
	{
		// If there are pending preload requests then keep it alive.
		return false;
	}
	else if (mQueuedDatap)
	{
		// Don't kill this sound if we've got something queued up to play.
		return false;
	}
	else if(mPlayedOnce && (!mChannelp || !mChannelp->isPlaying()))
	{
		// This is a single-play source and it already did its thing.
		return true;
	}

	F32 elapsed = mAgeTimer.getElapsedTimeF32();

	if (!mChannelp)
	{
		LLAudioData* adp = mCurrentDatap;

		//Still decoding.
		if(adp && adp->isInPreload())
			return false;

		// We don't have a channel assigned, and it's been
		// over 15 seconds since we tried to play it.  Don't bother.
		return (elapsed > (mSourceMuted ? MAX_MUTED_AGE : MAX_UNPLAYED_AGE));
	}
	else if (mChannelp->isPlaying())
	{
		// Arbitarily cut off non-looped sounds when they're old.
		return elapsed > MAX_AGE;
	}
	else if(!isSyncSlave())
	{
		// The sound isn't playing back after 15 seconds, kill it.
		// This might happen if all channels are in use and this source is low-priority
		return elapsed > MAX_UNPLAYED_AGE;
	}

	return false;
}
bool LLAudioSource::hasPendingPreloads() const
{
	// Check to see if we've got any preloads on deck for this source
	data_map::const_iterator iter;
	for (iter = mPreloadMap.begin(); iter != mPreloadMap.end(); iter++)
	{
		LLAudioData *adp = iter->second;
		// note: a bad UUID will forever be !hasDecodedData()
		// but also !hasValidData(), hence the check for hasValidData()
		if (!adp)
		{
			continue;
		}
		if (adp->isInPreload())
		{
			// This source is still waiting for a preload
			return true;
		}
	}

	return false;
}
void LLAudioEngine::startNextTransfer()
{
	//LL_INFOS("AudioEngine") << "LLAudioEngine::startNextTransfer()" << LL_ENDL;
	if (getMuted())
	{
		return;
	}
	else if(mCurrentTransferTimer.getElapsedTimeF32() <= .1f)
	{
		return;
	}
	else if(mCurrentTransfer && mCurrentTransfer->isInPreload())
	{
		//Keep updating until it either errors out or completes.
		mCurrentTransfer->updateLoadState();	
		return;
	}
	else
	{
		mCurrentTransfer = NULL;
	}

	//Technically, mCurrentTransfer could end up pointing to an audiodata object that's already
	//being transmitted/decoded if such was spawned via needing it for playback immediately.
	//This will effectively block us from choosing a lower priority audiodata object until the
	//immediate ones are done, but it's not a real problem.

	// Get the ID for the next asset that we want to transfer.
	// Pick one in the following order:
	S32 i;
	LLAudioSource *asp = NULL;
	LLAudioData *adp = NULL;
	LLAudioData *cur_adp = NULL;
	data_map::iterator data_iter;

	// Check all channels for currently playing sounds.
	F32 max_pri = -1.f;
	for (i = 0; i < MAX_CHANNELS; i++)
	{
		if (!mChannels[i])
		{
			continue;
		}

		asp = mChannels[i]->getSource();
		if (!asp)
		{
			continue;
		}
		if (asp->getPriority() <= max_pri)
		{
			continue;
		}

		if (asp->getPriority() <= max_pri)
		{
			continue;
		}

		adp = asp->getCurrentData();
		if (!adp)
		{
			continue;
		}

		if (adp->isInPreload())
		{
			max_pri = asp->getPriority();
			cur_adp = adp;
		}
	}

	// Check all channels for currently queued sounds.
	if (!cur_adp)
	{
		max_pri = -1.f;
		for (i = 0; i < MAX_CHANNELS; i++)
		{
			if (!mChannels[i])
			{
				continue;
			}

			LLAudioSource *asp;
			asp = mChannels[i]->getSource();
			if (!asp)
			{
				continue;
			}

			if (asp->getPriority() <= max_pri)
			{
				continue;
			}

			adp = asp->getQueuedData();
			if (!adp)
			{
				continue;
			}

			if (adp->isInPreload())
			{
				max_pri = asp->getPriority();
				cur_adp = adp;
			}
		}
	}

	// Check all live channels for other sounds (preloads).
	if (!cur_adp)
	{
		max_pri = -1.f;
		for (i = 0; i < MAX_CHANNELS; i++)
		{
			if (!mChannels[i])
			{
				continue;
			}

			LLAudioSource *asp;
			asp = mChannels[i]->getSource();
			if (!asp)
			{
				continue;
			}

			if (asp->getPriority() <= max_pri)
			{
				continue;
			}


			for (data_iter = asp->mPreloadMap.begin(); data_iter != asp->mPreloadMap.end(); data_iter++)
			{
				LLAudioData *adp = data_iter->second;
				if (!adp)
				{
					continue;
				}

				if (adp->isInPreload())
				{
					max_pri = asp->getPriority();
					cur_adp = adp;
				}
			}
		}
	}

	// Check all sources
	if (!cur_adp)
	{
		max_pri = -1.f;
		source_map::iterator source_iter;
		for (source_iter = mAllSources.begin(); source_iter != mAllSources.end(); source_iter++)
		{
			asp = source_iter->second;
			if (!asp)
			{
				continue;
			}

			if (asp->getPriority() <= max_pri)
			{
				continue;
			}

			adp = asp->getCurrentData();
			if (adp && adp->isInPreload())
			{
				max_pri = asp->getPriority();
				cur_adp = adp;
				continue;
			}

			adp = asp->getQueuedData();
			if (adp && adp->isInPreload())
			{
				max_pri = asp->getPriority();
				cur_adp = adp;
				continue;
			}

			for (data_iter = asp->mPreloadMap.begin(); data_iter != asp->mPreloadMap.end(); data_iter++)
			{
				LLAudioData *adp = data_iter->second;
				if (!adp)
				{
					continue;
				}

				if (adp->isInPreload())
				{
					max_pri = asp->getPriority();
					cur_adp = adp;
					break;
				}
			}
		}
	}

	if (!cur_adp)
	{
		while(!mPreloadSystemList.empty())
		{
			adp = getAudioData(mPreloadSystemList.front());
			mPreloadSystemList.pop_front();
			if(adp->isInPreload())
			{
				cur_adp = adp;
				break;
			}
		}
	}
	else if(cur_adp)
	{
		std::list<LLUUID>::iterator it = std::find(mPreloadSystemList.begin(),mPreloadSystemList.end(),cur_adp->getID());
		if(it != mPreloadSystemList.end())
			mPreloadSystemList.erase(it);
	}

	if (cur_adp)
	{
		mCurrentTransfer = cur_adp;
		mCurrentTransferTimer.reset();
		mCurrentTransfer->updateLoadState();
	}
	else
	{
		//LL_INFOS("AudioEngine") << "No pending transfers?" << LL_ENDL;
	}
}