SL-16339 Rename setAmbient to not cause confusion
setAmbient has nothing to do with ambient soundsmeow-7.2.2
parent
caa780fd3a
commit
993ac3b95c
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@ -831,7 +831,8 @@ void LLAudioEngine::triggerSound(const LLUUID &audio_uuid, const LLUUID& owner_i
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addAudioSource(asp);
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if (pos_global.isExactlyZero())
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{
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asp->setAmbient(true);
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// For sound preview and UI
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asp->setForcedPriority(true);
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}
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else
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{
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@ -1278,7 +1279,7 @@ LLAudioSource::LLAudioSource(const LLUUID& id, const LLUUID& owner_id, const F32
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mPriority(0.f),
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mGain(gain),
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mSourceMuted(false),
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mAmbient(false),
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mForcedPriority(false),
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mLoop(false),
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mSyncMaster(false),
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mSyncSlave(false),
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@ -1344,7 +1345,7 @@ void LLAudioSource::update()
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void LLAudioSource::updatePriority()
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{
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if (isAmbient())
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if (isForcedPriority())
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{
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mPriority = 1.f;
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}
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@ -277,8 +277,8 @@ public:
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void addAudioData(LLAudioData *adp, bool set_current = TRUE);
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void setAmbient(const bool ambient) { mAmbient = ambient; }
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bool isAmbient() const { return mAmbient; }
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void setForcedPriority(const bool ambient) { mForcedPriority = ambient; }
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bool isForcedPriority() const { return mForcedPriority; }
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void setLoop(const bool loop) { mLoop = loop; }
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bool isLoop() const { return mLoop; }
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@ -331,7 +331,7 @@ protected:
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F32 mPriority;
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F32 mGain;
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bool mSourceMuted;
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bool mAmbient;
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bool mForcedPriority; // ignore mute, set high priority, researved for sound preview and UI
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bool mLoop;
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bool mSyncMaster;
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bool mSyncSlave;
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@ -519,9 +519,9 @@ void LLAudioChannelFMODSTUDIO::update3DPosition()
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return;
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}
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if (mCurrentSourcep->isAmbient())
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if (mCurrentSourcep->isForcedPriority())
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{
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// Ambient sound, don't need to do any positional updates.
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// Prioritized UI and preview sounds don't need to do any positional updates.
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set3DMode(false);
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}
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else
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