void LLAudioSource::update()
{
	if(mCorrupted)
	{
		return ; //no need to update
	}

	if (!getCurrentBuffer())
	{
		LLAudioData *adp = getCurrentData();
		if (adp)
		{
			// Hack - try and load the sound.  Will do this as a callback
			// on decode later.
			if (adp->load() && adp->getBuffer())
			{
				play(adp->getID());
			}
			else if (adp->hasCompletedDecode())		// Only mark corrupted after decode is done
			{
				llwarns << "Marking LLAudioSource corrupted for " << adp->getID() << llendl;
				mCorrupted = true ;
			}
		}
	}
}
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();
		}
	}
}