BOOL LLAudioSource::hasPendingPreloads() const { // Check to see if we've got any preloads on deck for this source data_map::const_iterator iter; for (iter = mPreloadMap.begin(); iter != mPreloadMap.end(); iter++) { LLAudioData *adp = iter->second; if (!adp->hasDecodedData()) { // This source is still waiting for a preload return TRUE; } } return FALSE; }
bool LLAudioSource::hasPendingPreloads() const { // Check to see if we've got any preloads on deck for this source data_map::const_iterator iter; for (iter = mPreloadMap.begin(); iter != mPreloadMap.end(); iter++) { LLAudioData *adp = iter->second; // note: a bad UUID will forever be !hasDecodedData() // but also !hasValidData(), hence the check for hasValidData() if (!adp->hasDecodedData() && adp->hasValidData()) { // This source is still waiting for a preload return true; } } return false; }