Пример #1
0
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;
}
Пример #2
0
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;
}
Пример #3
0
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;
	}
}