void LLAudioEngine::triggerSound(const LLUUID &audio_uuid, const LLUUID& owner_id, const F32 gain, const S32 type, const LLVector3d &pos_global) { // Create a new source (since this can't be associated with an existing source. //llinfos << "Localized: " << audio_uuid << llendl; if (mMuted) { return; } LLUUID source_id; source_id.generate(); LLAudioSource *asp = new LLAudioSource(source_id, owner_id, gain, type); gAudiop->addAudioSource(asp); if (pos_global.isExactlyZero()) { asp->setAmbient(TRUE); } else { asp->setPositionGlobal(pos_global); } asp->updatePriority(); asp->play(audio_uuid); }
void LLAudioEngine::triggerSound(const LLUUID &audio_uuid, const LLUUID& owner_id, const F32 gain, const S32 type, const LLVector3d &pos_global, const LLUUID& source_object) { // Create a new source (since this can't be associated with an existing source. //LL_INFOS() << "Localized: " << audio_uuid << LL_ENDL; // NaCl - Do not load silent sounds. if (mMuted || gain <FLT_EPSILON*2) { return; } LLUUID source_id; source_id.generate(); LLAudioSource *asp = new LLAudioSource(source_id, owner_id, gain, type, source_object, true); addAudioSource(asp); if (pos_global.isExactlyZero()) { asp->setAmbient(true); } else { asp->setPositionGlobal(pos_global); } asp->updatePriority(); asp->play(audio_uuid); }
void LLAudioEngine::triggerSound(const LLUUID &audio_uuid, const LLUUID& owner_id, const F32 gain, const S32 type, const LLVector3d &pos_global) { // Create a new source (since this can't be associated with an existing source. //llinfos << "Localized: " << audio_uuid << llendl; if (mMuted || gain == 0.0) { return; } //fix collision sounds under OpenAL F32 fixedGain=llclamp(gain,0.0f,1.0f); if (fixedGain == 0.f) return; LLUUID source_id; source_id.generate(); LLAudioSource *asp = new LLAudioSource(source_id, owner_id, fixedGain, type); gAudiop->addAudioSource(asp); if (pos_global.isExactlyZero()) { asp->setAmbient(true); } else { asp->setPositionGlobal(pos_global); } asp->updatePriority(); asp->play(audio_uuid); }
void LLAudioEngine::triggerSound(const LLUUID &audio_uuid, const LLUUID& owner_id, const F32 gain, const S32 type, const LLVector3d &pos_global) { // Create a new source (since this can't be associated with an existing source. //LL_INFOS("AudioEngine") << "Localized: " << audio_uuid << llendl; //If we cannot hear it, dont even try to load the sound. if (mMuted || gain == 0.0) { return; } LLUUID source_id; source_id.generate(); LLAudioSource *asp = new LLAudioSource(source_id, owner_id, gain, type); gAudiop->addAudioSource(asp); if (pos_global.isExactlyZero()) { asp->setAmbient(true); } else { asp->setPositionGlobal(pos_global); } asp->updatePriority(); asp->play(audio_uuid); }