// static void LLAudioEngine::assetCallback(LLVFS *vfs, const LLUUID &uuid, LLAssetType::EType type, void *user_data, S32 result_code, LLExtStat ext_status) { if(!gAudiop) return; LLAudioData *adp = gAudiop->getAudioData(uuid); if (result_code) { LL_INFOS("AudioEngine") << "Boom, error in audio file transfer: " << LLAssetStorage::getErrorString( result_code ) << " (" << result_code << ")" << LL_ENDL; // Need to mark data as bad to avoid constant rerequests. if (adp) { adp->setLoadState(LLAudioData::STATE_LOAD_ERROR); } } else { if (!adp) { // Should never happen LL_WARNS("AudioEngine") << "Got asset callback without audio data for " << uuid << LL_ENDL; } else { // LL_INFOS("AudioEngine") << "Got asset callback with good audio data for " << uuid << ", making decode request" << LL_ENDL; adp->setLoadState(LLAudioData::STATE_LOAD_REQ_DECODE); //Immediate decode. adp->updateLoadState(); } } }
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(); } } }