コード例 #1
0
bool LLAudioSource::setupChannel()
{
	LLAudioData *adp = getCurrentData();

	if (!adp->getBuffer())
	{
		// We're not ready to play back the sound yet, so don't try and allocate a channel for it.
		//llwarns << "Aborting, no buffer" << llendl;
		return false;
	}


	if (!mChannelp)
	{
		// Update the priority, in case we need to push out another channel.
		updatePriority();

		setChannel(gAudiop->getFreeChannel(getPriority()));
	}

	if (!mChannelp)
	{
		// Ugh, we don't have any free channels.
		// Now we have to reprioritize.
		// For now, just don't play the sound.
		//llwarns << "Aborting, no free channels" << llendl;
		return false;
	}

	mChannelp->setSource(this);
	return true;
}
コード例 #2
0
void LLAudioSource::update()
{
	if(mCorrupted)
	{
		return ; //no need to update
	}

	if (!getCurrentBuffer())
	{
		LLAudioData *adp = getCurrentData();
		if (adp)
		{
			// Hack - try and load the sound.  Will do this as a callback
			// on decode later.
			if (adp->load() && adp->getBuffer())
			{
				play(adp->getID());
			}
			else if (adp->hasCompletedDecode())		// Only mark corrupted after decode is done
			{
				llwarns << "Marking LLAudioSource corrupted for " << adp->getID() << llendl;
				mCorrupted = true ;
			}
		}
	}
}
コード例 #3
0
ファイル: llaudioengine.cpp プロジェクト: gabeharms/firestorm
// <FS:Ansariel> Asset blacklisting
void LLAudioEngine::removeAudioData(const LLUUID& audio_uuid)
{
	if (audio_uuid.isNull())
	{
		return;
	}

	data_map::iterator iter = mAllData.find(audio_uuid);
	if (iter != mAllData.end())
	{
		uuid_vec_t delete_list;
		source_map::iterator iter2;
		for (iter2 = mAllSources.begin(); iter2 != mAllSources.end(); ++iter2)
		{
			LLAudioSource* sourcep = iter2->second;
			if (sourcep && sourcep->getCurrentData() && sourcep->getCurrentData()->getID() == audio_uuid)
			{
				delete_list.push_back(iter2->first);
			}
		}

		uuid_vec_t::iterator delete_list_end = delete_list.end();
		for (uuid_vec_t::iterator del_it = delete_list.begin(); del_it != delete_list_end; ++del_it)
		{
			LLUUID source_id = *del_it;
			LLAudioSource* sourcep = mAllSources[source_id];
			LLAudioChannel* chan = sourcep->getChannel();
			delete sourcep;
			mAllSources.erase(source_id);
			if (chan)
			{
				chan->cleanup();
			}
		}
		
		LLAudioData* data = iter->second;
		if (data)
		{
			LLAudioBuffer* buf = data->getBuffer();
			if (buf)
			{
				S32 i;
				for (i = 0; i < MAX_BUFFERS; ++i)
				{
					if (mBuffers[i] == buf)
					{
						mBuffers[i] = NULL;
					}
				}
				delete buf;
			}
			delete data;
		}

		mAllData.erase(audio_uuid);
	}
}
コード例 #4
0
void LLAudioSource::update()
{
	if(mCorrupted)
	{
		return ; //no need to update
	}

	// If data is queued up and we aren't playing it, shuffle it to current and try to load it.
	if(isQueueSounds() && mPlayedOnce && mQueuedDatap && !mChannelp)	
	{
		mCurrentDatap = mQueuedDatap;
		mQueuedDatap = NULL;

		//Make sure this source looks like its brand new again to prevent removal.
		mPlayedOnce = false;
		mAgeTimer.reset();	
	}

	LLAudioData *adp = getCurrentData();
	if (adp && !adp->getBuffer())
	{
		if(adp->getLoadState() == LLAudioData::STATE_LOAD_ERROR)
		{
			LL_WARNS("AudioEngine") << "Marking LLAudioSource corrupted for " << adp->getID() << LL_ENDL;
			mCorrupted = true ;
		}
		else if(adp->getLoadState() == LLAudioData::STATE_LOAD_READY)
		{
			// Update the audio buffer first - load a sound if we have it.
			// Note that this could potentially cause us to waste time updating buffers
			// for sounds that actually aren't playing, although this should be mitigated
			// by the fact that we limit the number of buffers, and we flush buffers based
			// on priority.
			adp->load();	//If it fails, just try again next update.
		}
		else
		{
			//The sound wasn't preloaded yet... so we must kick off the process.
			adp->updateLoadState();
		}
	}
}
コード例 #5
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.

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

	//Iterate down all queued sources. Remove finished ones, sort active ones by priority. Find highest priority 'master' source if present.
	LLAudioSource *sync_masterp = NULL;	//Highest priority syncmaster
	LLAudioSource *sync_slavep = NULL;	//Highest priority syncslave

	//Priority queue that will be filled with soundsources that have a high likeleyhood of being able to start [re]playing this idle tick.
	//Sort order:  Primary: priority. Secondary: syncmaster. Tertiary: syncslave
	std::priority_queue<LLAudioSource*,std::vector<LLAudioSource*,boost::pool_allocator<LLAudioSource*> >,SourcePriorityComparator> queue;

	//Have to put syncslaves into a temporary list until the syncmaster state is determined.
	//If the syncmaster might be started, or just looped, insert all pending/looping syncslaves into the priority queue.
	//If the there is no active syncmaster, then stop any currently looping syncslaves and add none to the priority queue.
	//This is necessary as any looping soundsources to be stopped, MUST be stopped before iterating down the priority queue.
	static std::vector<LLAudioSource*> slave_list;	
	slave_list.clear();

	//Iterate over all sources. Update their decode or 'done' state, as well as their priorities.
	//Also add sources that might be able to start playing to the priority queue.
	//Only sources without channels should be added to priority queue.
	//Syncslaves must put into the slave list instead of the priority queue.
	for (source_map::iterator iter = mAllSources.begin(); iter != mAllSources.end();)
	{
		LLAudioSource *sourcep = iter->second;

		//Load/decode/queue pop
		sourcep->update();

		//Done after update, as failure to load might mark source as corrupt, which causes isDone to return true.
		if (sourcep->isDone())		
		{
			// The source is done playing, clean it up.
			delete sourcep;
			mAllSources.erase(iter++);
			continue;
		}

		// Increment iter here (it is not used anymore), so we can use continue below to move on to the next source.
		++iter;

		if(!sourcep->isLoop() && sourcep->mPlayedOnce && (!sourcep->mChannelp || !sourcep->mChannelp->isPlaying()))
		{
			continue;
		}

		LLAudioData *adp = sourcep->getCurrentData();
		//If there is no current data at all, or if it hasn't loaded, we must skip this source.
		if (!adp || !adp->getBuffer())
		{
			continue;
		}

		sourcep->updatePriority();	//Calculates current priority. 1.f=ambient. 0.f=muted. Otherwise based off of distance.

		if (sourcep->getPriority() < F_APPROXIMATELY_ZERO)
		{
			// Muted, or nothing queued, or too far, so we don't care.
			continue;
		}
		else if(sourcep->isSyncMaster())
		{
			if(!sync_masterp || sourcep->getPriority() > sync_masterp->getPriority())
			{
				if(sync_masterp && !sync_masterp->getChannel())
					queue.push(sync_masterp);	//Add lower-priority soundmaster to the queue as a normal sound.	
				sync_masterp = sourcep;
				//Don't add master to the queue yet.
				//Add it after highest-priority sound slave is found so we can outrank its priority.
				continue;	
			}
			//Else fall through like a normal sound.
		}
		else if(sourcep->isSyncSlave())
		{
			if(!sync_slavep || sourcep->getPriority() > sync_slavep->getPriority())
			{
				sync_slavep = sourcep;
			}
			//Don't add to the priority queue quite yet. Best primary syncmaster candidate may not have been determined yet.
			slave_list.push_back(sourcep);
			continue;
		}
		if(sourcep->getChannel())
		{
			//If this is just a regular sound and is currently playing then do nothing special.
			continue;
		}
		//Add to our queue. Highest priority will be at the front.
		queue.push(sourcep);		
	}

	// 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();

	//Loop over all syncsaves. If no syncmaster, stop looping ones, else add ones that need [re]started to the priority queue.
	//Normally there are zero to one syncslaves, so this loop isn't typically expensive.
	for(std::vector<LLAudioSource*>::iterator iter=slave_list.begin();iter!=slave_list.end();++iter)
	{
		if(!sync_masterp)
		{
			//Stop any looping syncslaves. I'm not sure this behavior is correct, but letting looping syncslaves run
			//off on their own seems wrong. The lsl documentation is unclear.
			if((*iter)->getChannel() && (*iter)->isLoop())
			{
				(*iter)->getChannel()->cleanup();
			}
		}
		//If the syncmaster already has a channel and hasn't looped, then we can skip syncslaves this idle tick (there's nothing to do).
		else if((!sync_masterp->getChannel() || sync_masterp->getChannel()->mLoopedThisFrame))
		{
			//Add syncslaves that we might want to [re]start.
			if(!(*iter)->getChannel() || (*iter)->isLoop())
				queue.push((*iter));		
		}
	}

	if(sync_masterp)	
	{
		//Syncmaster must have priority greater than or equal to priority of highest priority syncslave.
		//The case of slave priority equaling master priority is handled in the comparator (SourcePriorityComparator).
		if(sync_slavep)
			sync_masterp->setPriority(sync_slavep->getPriority());
		if(!sync_masterp->getChannel())
		{
			queue.push(sync_masterp);
		}
	}

	// Dispatch all soundsources.
	bool syncmaster_started = sync_masterp && sync_masterp->getChannel() && sync_masterp->getChannel()->mLoopedThisFrame;
	while(!queue.empty())
	{
		LLAudioSource *sourcep = queue.top();
		queue.pop();

		//If the syncmaster hasn't just started playing, or hasn't just looped then skip this soundslave,
		//as there's nothing to do with it yet.
		if (sourcep->isSyncSlave() && !syncmaster_started)
		{
			continue;
		}

		LLAudioChannel *channelp = sourcep->getChannel();

		if (!channelp)
		{
			//No more channels. We can break here, as in theory, any lower priority sounds should have had their 
			//channel already stolen. There should be nothing playing, nor playable, when iterating beyond this point.
			if(!(channelp = getFreeChannel(sourcep->getPriority())))
			{
				break;
			}

			//If this is the primary syncmaster that we just started, then [re]start syncslaves further down in the priority queue.
			//Due to sorting and priority fudgery, the syncmaster is ALWAYS before any syncslaves in this loop.
			syncmaster_started |= (sourcep == sync_masterp);

			//setSource calls updateBuffer and update3DPosition, and resets the source mAgeTimer
			channelp->setSource(sourcep);	
		}

		if(sourcep->isSyncSlave())
			channelp->playSynced(sync_masterp->getChannel());
		else
			channelp->play();
	}

	// 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)
			{
				LL_DEBUGS("AudioEngine") << "Flushing unused buffer!" << LL_ENDL;
				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);
	
	// Just call here every frame. It makes little sense to call elsewhere,
	// as it's throttled to one active preloading loading sound at a time anyhow
	startNextTransfer();

	updateInternetStream();
}