MAINT-862 and ER-1781 : Sounds not playing the first time. Reviewed by Kelly.
parent
a519e34f02
commit
39b7671d05
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@ -571,7 +571,8 @@ void LLAudioDecodeMgr::Impl::processQueue(const F32 num_secs)
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llwarns << mCurrentDecodep->getUUID() << " has invalid vorbis data, aborting decode" << llendl;
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mCurrentDecodep->flushBadFile();
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LLAudioData *adp = gAudiop->getAudioData(mCurrentDecodep->getUUID());
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adp->setHasValidData(FALSE);
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adp->setHasValidData(false);
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adp->setHasCompletedDecode(true);
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mCurrentDecodep = NULL;
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done = TRUE;
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}
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@ -586,11 +587,16 @@ void LLAudioDecodeMgr::Impl::processQueue(const F32 num_secs)
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if (mCurrentDecodep->finishDecode())
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{
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// We finished!
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if (mCurrentDecodep->isValid() && mCurrentDecodep->isDone())
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LLAudioData *adp = gAudiop->getAudioData(mCurrentDecodep->getUUID());
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if (!adp)
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{
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LLAudioData *adp = gAudiop->getAudioData(mCurrentDecodep->getUUID());
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adp->setHasDecodedData(TRUE);
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adp->setHasValidData(TRUE);
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llwarns << "Missing LLAudioData for decode of " << mCurrentDecodep->getUUID() << llendl;
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}
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else if (mCurrentDecodep->isValid() && mCurrentDecodep->isDone())
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{
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adp->setHasCompletedDecode(true);
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adp->setHasDecodedData(true);
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adp->setHasValidData(true);
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// At this point, we could see if anyone needs this sound immediately, but
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// I'm not sure that there's a reason to - we need to poll all of the playing
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@ -599,7 +605,8 @@ void LLAudioDecodeMgr::Impl::processQueue(const F32 num_secs)
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}
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else
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{
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llinfos << "Vorbis decode failed!!!" << llendl;
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adp->setHasCompletedDecode(true);
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llinfos << "Vorbis decode failed for " << mCurrentDecodep->getUUID() << llendl;
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}
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mCurrentDecodep = NULL;
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}
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@ -667,16 +674,19 @@ BOOL LLAudioDecodeMgr::addDecodeRequest(const LLUUID &uuid)
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if (gAudiop->hasDecodedFile(uuid))
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{
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// Already have a decoded version, don't need to decode it.
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//llinfos << "addDecodeRequest for " << uuid << " has decoded file already" << llendl;
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return TRUE;
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}
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if (gAssetStorage->hasLocalAsset(uuid, LLAssetType::AT_SOUND))
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{
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// Just put it on the decode queue.
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//llinfos << "addDecodeRequest for " << uuid << " has local asset file already" << llendl;
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mImpl->mDecodeQueue.push(uuid);
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return TRUE;
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}
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//llinfos << "addDecodeRequest for " << uuid << " no file available" << llendl;
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return FALSE;
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}
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@ -1221,10 +1221,11 @@ void LLAudioEngine::assetCallback(LLVFS *vfs, const LLUUID &uuid, LLAssetType::E
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// Need to mark data as bad to avoid constant rerequests.
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LLAudioData *adp = gAudiop->getAudioData(uuid);
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if (adp)
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{
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{ // Make sure everything is cleared
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adp->setHasValidData(false);
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adp->setHasLocalData(false);
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adp->setHasDecodedData(false);
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adp->setHasCompletedDecode(true);
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}
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}
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else
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@ -1237,6 +1238,7 @@ void LLAudioEngine::assetCallback(LLVFS *vfs, const LLUUID &uuid, LLAssetType::E
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}
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else
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{
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// llinfos << "Got asset callback with good audio data for " << uuid << ", making decode request" << llendl;
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adp->setHasValidData(true);
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adp->setHasLocalData(true);
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gAudioDecodeMgrp->addDecodeRequest(uuid);
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@ -1304,16 +1306,18 @@ void LLAudioSource::update()
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if (!getCurrentBuffer())
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{
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if (getCurrentData())
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LLAudioData *adp = getCurrentData();
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if (adp)
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{
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// Hack - try and load the sound. Will do this as a callback
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// on decode later.
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if (getCurrentData()->load() && getCurrentData()->getBuffer())
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if (adp->load() && adp->getBuffer())
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{
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play(getCurrentData()->getID());
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play(adp->getID());
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}
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else
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else if (adp->hasCompletedDecode()) // Only mark corrupted after decode is done
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{
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llwarns << "Marking LLAudioSource corrupted for " << adp->getID() << llendl;
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mCorrupted = true ;
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}
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}
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@ -1731,6 +1735,7 @@ LLAudioData::LLAudioData(const LLUUID &uuid) :
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mBufferp(NULL),
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mHasLocalData(false),
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mHasDecodedData(false),
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mHasCompletedDecode(false),
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mHasValidData(true)
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{
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if (uuid.isNull())
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@ -1742,12 +1747,13 @@ LLAudioData::LLAudioData(const LLUUID &uuid) :
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if (gAudiop && gAudiop->hasDecodedFile(uuid))
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{
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// Already have a decoded version, don't need to decode it.
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mHasLocalData = true;
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mHasDecodedData = true;
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setHasLocalData(true);
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setHasDecodedData(true);
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setHasCompletedDecode(true);
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}
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else if (gAssetStorage && gAssetStorage->hasLocalAsset(uuid, LLAssetType::AT_SOUND))
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{
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mHasLocalData = true;
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setHasLocalData(true);
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}
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}
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@ -372,10 +372,12 @@ public:
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bool hasLocalData() const { return mHasLocalData; }
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bool hasDecodedData() const { return mHasDecodedData; }
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bool hasCompletedDecode() const { return mHasCompletedDecode; }
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bool hasValidData() const { return mHasValidData; }
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void setHasLocalData(const bool hld) { mHasLocalData = hld; }
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void setHasDecodedData(const bool hdd) { mHasDecodedData = hdd; }
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void setHasCompletedDecode(const bool hcd) { mHasCompletedDecode = hcd; }
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void setHasValidData(const bool hvd) { mHasValidData = hvd; }
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friend class LLAudioEngine; // Severe laziness, bad.
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@ -383,9 +385,10 @@ public:
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protected:
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LLUUID mID;
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LLAudioBuffer *mBufferp; // If this data is being used by the audio system, a pointer to the buffer will be set here.
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bool mHasLocalData;
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bool mHasDecodedData;
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bool mHasValidData;
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bool mHasLocalData; // Set true if the sound asset file is available locally
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bool mHasDecodedData; // Set true if the sound file has been decoded
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bool mHasCompletedDecode; // Set true when the sound is decoded
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bool mHasValidData; // Set false if decoding failed, meaning the sound asset is bad
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};
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