bool LLAudioEngine::preloadSound(const LLUUID &uuid) { LL_DEBUGS("AudioEngine")<<"( "<<uuid<<" )"<<LL_ENDL; getAudioData(uuid); // We don't care about the return value, this is just to make sure // that we have an entry, which will mean that the audio engine knows about this if (gAudioDecodeMgrp->addDecodeRequest(uuid)) { // This means that we do have a local copy, and we're working on decoding it. return true; } // At some point we need to have the audio/asset system check the static VFS // before it goes off and fetches stuff from the server. //LL_WARNS() << "Used internal preload for non-local sound" << LL_ENDL; return false; }
bool LLAudioEngine::preloadSound(const LLUUID &uuid) { if(uuid.isNull()) return false; if(getAudioData(uuid)->getLoadState() >= LLAudioData::STATE_LOAD_DECODING) { // This means that we do have a local copy, and we're working on decoding it. return true; } LL_INFOS("AudioEngine") << "Preloading system sound " << uuid << LL_ENDL; mPreloadSystemList.push_back(uuid); // At some point we need to have the audio/asset system check the static VFS // before it goes off and fetches stuff from the server. //LL_INFOS("AudioEngine") << "Used internal preload for non-local sound" << LL_ENDL; return true; }
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; } }