517 lines
17 KiB
C++
517 lines
17 KiB
C++
/**
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* @file llvieweraudio.cpp
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* @brief Audio functions that used to be in viewer.cpp
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llaudioengine.h"
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#include "llagent.h"
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#include "llagentcamera.h"
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#include "llappviewer.h"
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#include "llvieweraudio.h"
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#include "llviewercamera.h"
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#include "llviewercontrol.h"
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#include "llviewerwindow.h"
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#include "llvoiceclient.h"
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#include "llviewermedia.h"
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#include "llprogressview.h"
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#include "llcallbacklist.h"
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#include "llstartup.h"
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#include "llviewerparcelmgr.h"
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#include "llparcel.h"
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/////////////////////////////////////////////////////////
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LLViewerAudio::LLViewerAudio() :
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mDone(true),
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mFadeState(FADE_IDLE),
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mFadeTime(),
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mIdleListnerActive(false),
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mForcedTeleportFade(false)
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{
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mTeleportFailedConnection = LLViewerParcelMgr::getInstance()->
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setTeleportFailedCallback(boost::bind(&LLViewerAudio::onTeleportFailed, this));
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}
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LLViewerAudio::~LLViewerAudio()
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{
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mTeleportFailedConnection.disconnect();
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}
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void LLViewerAudio::registerIdleListener()
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{
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if(mIdleListnerActive==false)
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{
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mIdleListnerActive = true;
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doOnIdleRepeating(boost::bind(boost::bind(&LLViewerAudio::onIdleUpdate, this)));
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}
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}
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void LLViewerAudio::startInternetStreamWithAutoFade(std::string streamURI)
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{
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// Old and new stream are identical
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if (mNextStreamURI == streamURI)
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{
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return;
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}
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// Record the URI we are going to be switching to
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mNextStreamURI = streamURI;
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switch (mFadeState)
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{
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case FADE_IDLE:
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// If a stream is playing fade it out first
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if (!gAudiop->getInternetStreamURL().empty())
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{
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// The order of these tests is important, state FADE_OUT will be processed below
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mFadeState = FADE_OUT;
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}
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// Otherwise the new stream can be faded in
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else
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{
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mFadeState = FADE_IN;
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gAudiop->startInternetStream(mNextStreamURI);
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startFading();
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registerIdleListener();
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break;
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}
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case FADE_OUT:
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startFading();
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registerIdleListener();
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break;
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case FADE_IN:
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registerIdleListener();
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break;
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default:
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llwarns << "Unknown fading state: " << mFadeState << llendl;
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break;
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}
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}
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// A return of false from onIdleUpdate means it will be called again next idle update.
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// A return of true means we have finished with it and the callback will be deleted.
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bool LLViewerAudio::onIdleUpdate()
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{
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bool fadeIsFinished = false;
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// There is a delay in the login sequence between when the parcel information has
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// arrived and the music stream is started and when the audio system is called to set
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// initial volume levels. This code extends the fade time so you hear a full fade in.
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if ((LLStartUp::getStartupState() < STATE_STARTED))
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{
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stream_fade_timer.reset();
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stream_fade_timer.setTimerExpirySec(mFadeTime);
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}
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if (mDone)
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{
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// This should be a rare or never occurring state.
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if (mFadeState == FADE_IDLE)
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{
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deregisterIdleListener();
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fadeIsFinished = true; // Stop calling onIdleUpdate
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}
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// we have finished the current fade operation
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if (mFadeState == FADE_OUT)
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{
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// Clear URI
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gAudiop->startInternetStream(LLStringUtil::null);
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gAudiop->stopInternetStream();
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if (!mNextStreamURI.empty())
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{
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mFadeState = FADE_IN;
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gAudiop->startInternetStream(mNextStreamURI);
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startFading();
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}
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else
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{
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mFadeState = FADE_IDLE;
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deregisterIdleListener();
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fadeIsFinished = true; // Stop calling onIdleUpdate
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}
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}
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else if (mFadeState == FADE_IN)
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{
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if (mNextStreamURI != gAudiop->getInternetStreamURL())
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{
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mFadeState = FADE_OUT;
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startFading();
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}
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else
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{
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mFadeState = FADE_IDLE;
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deregisterIdleListener();
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fadeIsFinished = true; // Stop calling onIdleUpdate
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}
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}
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}
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return fadeIsFinished;
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}
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void LLViewerAudio::stopInternetStreamWithAutoFade()
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{
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mFadeState = FADE_IDLE;
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mNextStreamURI = LLStringUtil::null;
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mDone = true;
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gAudiop->startInternetStream(LLStringUtil::null);
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gAudiop->stopInternetStream();
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}
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void LLViewerAudio::startFading()
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{
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const F32 AUDIO_MUSIC_FADE_IN_TIME = 3.0f;
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const F32 AUDIO_MUSIC_FADE_OUT_TIME = 2.0f;
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// This minimum fade time prevents divide by zero and negative times
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const F32 AUDIO_MUSIC_MINIMUM_FADE_TIME = 0.01f;
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if(mDone)
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{
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// The fade state here should only be one of FADE_IN or FADE_OUT, but, in case it is not,
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// rather than check for both states assume a fade in and check for the fade out case.
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mFadeTime = AUDIO_MUSIC_FADE_IN_TIME;
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if (LLViewerAudio::getInstance()->getFadeState() == LLViewerAudio::FADE_OUT)
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{
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mFadeTime = AUDIO_MUSIC_FADE_OUT_TIME;
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}
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// Prevent invalid fade time
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mFadeTime = llmax(mFadeTime, AUDIO_MUSIC_MINIMUM_FADE_TIME);
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stream_fade_timer.reset();
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stream_fade_timer.setTimerExpirySec(mFadeTime);
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mDone = false;
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}
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}
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F32 LLViewerAudio::getFadeVolume()
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{
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F32 fade_volume = 1.0f;
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if (stream_fade_timer.hasExpired())
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{
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mDone = true;
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// If we have been fading out set volume to 0 until the next fade state occurs to prevent
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// an audio transient.
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if (LLViewerAudio::getInstance()->getFadeState() == LLViewerAudio::FADE_OUT)
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{
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fade_volume = 0.0f;
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}
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}
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if (!mDone)
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{
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// Calculate how far we are into the fade time
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fade_volume = stream_fade_timer.getElapsedTimeF32() / mFadeTime;
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if (LLViewerAudio::getInstance()->getFadeState() == LLViewerAudio::FADE_OUT)
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{
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// If we are not fading in then we are fading out, so invert the fade
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// direction; start loud and move towards zero volume.
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fade_volume = 1.0f - fade_volume;
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}
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}
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return fade_volume;
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}
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void LLViewerAudio::onTeleportFailed()
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{
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if (gAudiop)
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{
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LLParcel* parcel = LLViewerParcelMgr::getInstance()->getAgentParcel();
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if (parcel)
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{
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mNextStreamURI = parcel->getMusicURL();
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}
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}
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}
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void init_audio()
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{
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if (!gAudiop)
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{
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llwarns << "Failed to create an appropriate Audio Engine" << llendl;
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return;
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}
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LLVector3d lpos_global = gAgentCamera.getCameraPositionGlobal();
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LLVector3 lpos_global_f;
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lpos_global_f.setVec(lpos_global);
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gAudiop->setListener(lpos_global_f,
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LLVector3::zero, // LLViewerCamera::getInstance()->getVelocity(), // !!! BUG need to replace this with smoothed velocity!
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LLViewerCamera::getInstance()->getUpAxis(),
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LLViewerCamera::getInstance()->getAtAxis());
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// load up our initial set of sounds we'll want so they're in memory and ready to be played
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BOOL mute_audio = gSavedSettings.getBOOL("MuteAudio");
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if (!mute_audio && FALSE == gSavedSettings.getBOOL("NoPreload"))
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{
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndAlert")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndBadKeystroke")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndChatFromObject")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndClick")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndClickRelease")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndHealthReductionF")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndHealthReductionM")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndIncomingChat")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndIncomingIM")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInvApplyToObject")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInvalidOp")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInventoryCopyToInv")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndMoneyChangeDown")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndMoneyChangeUp")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectCopyToInv")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectCreate")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectDelete")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectRezIn")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectRezOut")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndSnapshot")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartAutopilot")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartFollowpilot")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartIM")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStopAutopilot")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTeleportOut")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTextureApplyToObject")));
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//gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTextureCopyToInv")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTyping")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndWindowClose")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndWindowOpen")));
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// ## Zi: Pie menu
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuAppear")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuHide")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight0")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight1")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight2")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight3")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight4")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight5")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight6")));
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gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndPieMenuSliceHighlight7")));
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// ## Zi: Pie menu
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}
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audio_update_volume(true);
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}
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void audio_update_volume(bool force_update)
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{
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F32 master_volume = gSavedSettings.getF32("AudioLevelMaster");
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BOOL mute_audio = gSavedSettings.getBOOL("MuteAudio");
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LLProgressView* progress = gViewerWindow->getProgressView();
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BOOL progress_view_visible = FALSE;
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if (progress)
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{
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progress_view_visible = progress->getVisible();
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}
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if (!gViewerWindow->getActive() && gSavedSettings.getBOOL("MuteWhenMinimized"))
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{
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mute_audio = TRUE;
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}
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F32 mute_volume = mute_audio ? 0.0f : 1.0f;
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// Sound Effects
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if (gAudiop)
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{
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gAudiop->setMasterGain ( master_volume );
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gAudiop->setDopplerFactor(gSavedSettings.getF32("AudioLevelDoppler"));
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gAudiop->setRolloffFactor(gSavedSettings.getF32("AudioLevelRolloff"));
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gAudiop->setMuted(mute_audio || progress_view_visible);
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if (force_update)
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{
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audio_update_wind(true);
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}
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// handle secondary gains
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gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_SFX,
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gSavedSettings.getBOOL("MuteSounds") ? 0.f : gSavedSettings.getF32("AudioLevelSFX"));
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gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_UI,
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gSavedSettings.getBOOL("MuteUI") ? 0.f : gSavedSettings.getF32("AudioLevelUI"));
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gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_AMBIENT,
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gSavedSettings.getBOOL("MuteAmbient") ? 0.f : gSavedSettings.getF32("AudioLevelAmbient"));
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}
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// Streaming Music
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if (gAudiop)
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{
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if (progress_view_visible && !LLViewerAudio::getInstance()->getForcedTeleportFade())
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{
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LLViewerAudio::getInstance()->setForcedTeleportFade(true);
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LLViewerAudio::getInstance()->startInternetStreamWithAutoFade(LLStringUtil::null);
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LLViewerAudio::getInstance()->setNextStreamURI(LLStringUtil::null);
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}
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if (!progress_view_visible && LLViewerAudio::getInstance()->getForcedTeleportFade() == true)
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{
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LLViewerAudio::getInstance()->setForcedTeleportFade(false);
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}
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F32 music_volume = gSavedSettings.getF32("AudioLevelMusic");
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BOOL music_muted = gSavedSettings.getBOOL("MuteMusic");
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F32 fade_volume = LLViewerAudio::getInstance()->getFadeVolume();
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music_volume = mute_volume * master_volume * music_volume * fade_volume;
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gAudiop->setInternetStreamGain (music_muted ? 0.f : music_volume);
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}
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// Streaming Media
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F32 media_volume = gSavedSettings.getF32("AudioLevelMedia");
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BOOL media_muted = gSavedSettings.getBOOL("MuteMedia");
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media_volume = mute_volume * master_volume * media_volume;
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LLViewerMedia::setVolume( media_muted ? 0.0f : media_volume );
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// Voice
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if (LLVoiceClient::getInstance())
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{
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F32 voice_volume = gSavedSettings.getF32("AudioLevelVoice");
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voice_volume = mute_volume * master_volume * voice_volume;
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BOOL voice_mute = gSavedSettings.getBOOL("MuteVoice");
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LLVoiceClient::getInstance()->setVoiceVolume(voice_mute ? 0.f : voice_volume);
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LLVoiceClient::getInstance()->setMicGain(voice_mute ? 0.f : gSavedSettings.getF32("AudioLevelMic"));
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if (!gViewerWindow->getActive() && (gSavedSettings.getBOOL("MuteWhenMinimized")))
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{
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LLVoiceClient::getInstance()->setMuteMic(true);
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}
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else
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{
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LLVoiceClient::getInstance()->setMuteMic(false);
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}
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}
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}
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void audio_update_listener()
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{
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if (gAudiop)
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{
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// update listener position because agent has moved
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LLVector3d lpos_global = gAgentCamera.getCameraPositionGlobal();
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LLVector3 lpos_global_f;
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lpos_global_f.setVec(lpos_global);
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gAudiop->setListener(lpos_global_f,
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// LLViewerCamera::getInstance()VelocitySmoothed,
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// LLVector3::zero,
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gAgent.getVelocity(), // !!! *TODO: need to replace this with smoothed velocity!
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LLViewerCamera::getInstance()->getUpAxis(),
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LLViewerCamera::getInstance()->getAtAxis());
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}
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}
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void audio_update_wind(bool force_update)
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{
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#ifdef kAUDIO_ENABLE_WIND
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//
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// Extract height above water to modulate filter by whether above/below water
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//
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LLViewerRegion* region = gAgent.getRegion();
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if (region)
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{
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static F32 last_camera_water_height = -1000.f;
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LLVector3 camera_pos = gAgentCamera.getCameraPositionAgent();
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F32 camera_water_height = camera_pos.mV[VZ] - region->getWaterHeight();
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//
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// Don't update rolloff factor unless water surface has been crossed
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//
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if (force_update || (last_camera_water_height * camera_water_height) < 0.f)
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{
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static LLUICachedControl<F32> rolloff("AudioLevelRolloff", 1.0f);
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if (camera_water_height < 0.f)
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{
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gAudiop->setRolloffFactor(rolloff * LL_ROLLOFF_MULTIPLIER_UNDER_WATER);
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}
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else
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{
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gAudiop->setRolloffFactor(rolloff);
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}
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}
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// Scale down the contribution of weather-simulation wind to the
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// ambient wind noise. Wind velocity averages 3.5 m/s, with gusts to 7 m/s
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// whereas steady-state avatar walk velocity is only 3.2 m/s.
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// Without this the world feels desolate on first login when you are
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// standing still.
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static LLUICachedControl<F32> wind_level("AudioLevelWind", 0.5f);
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LLVector3 scaled_wind_vec = gWindVec * wind_level;
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// Mix in the avatar's motion, subtract because when you walk north,
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// the apparent wind moves south.
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LLVector3 final_wind_vec = scaled_wind_vec - gAgent.getVelocity();
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// rotate the wind vector to be listener (agent) relative
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gRelativeWindVec = gAgent.getFrameAgent().rotateToLocal( final_wind_vec );
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// don't use the setter setMaxWindGain() because we don't
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// want to screw up the fade-in on startup by setting actual source gain
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// outside the fade-in.
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F32 master_volume = gSavedSettings.getBOOL("MuteAudio") ? 0.f : gSavedSettings.getF32("AudioLevelMaster");
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F32 ambient_volume = gSavedSettings.getBOOL("MuteAmbient") ? 0.f : gSavedSettings.getF32("AudioLevelAmbient");
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F32 max_wind_volume = master_volume * ambient_volume;
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const F32 WIND_SOUND_TRANSITION_TIME = 2.f;
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// amount to change volume this frame
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F32 volume_delta = (LLFrameTimer::getFrameDeltaTimeF32() / WIND_SOUND_TRANSITION_TIME) * max_wind_volume;
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if (force_update)
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{
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// initialize wind volume (force_update) by using large volume_delta
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// which is sufficient to completely turn off or turn on wind noise
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volume_delta = 1.f;
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}
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// mute wind when not flying
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if (gAgent.getFlying())
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{
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// volume increases by volume_delta, up to no more than max_wind_volume
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gAudiop->mMaxWindGain = llmin(gAudiop->mMaxWindGain + volume_delta, max_wind_volume);
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}
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else
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{
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// volume decreases by volume_delta, down to no less than 0
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gAudiop->mMaxWindGain = llmax(gAudiop->mMaxWindGain - volume_delta, 0.f);
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}
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last_camera_water_height = camera_water_height;
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gAudiop->updateWind(gRelativeWindVec, camera_water_height);
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}
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#endif
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}
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