viewer-beta / indra / newview / llaudiosourcevo.cpp

/** 
 * @file llaudiosourcevo.cpp
 * @author Douglas Soo, James Cook
 * @brief Audio sources attached to viewer objects
 *
 * $LicenseInfo:firstyear=2006&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2010, Linden Research, Inc.
 * 
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 * 
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

#include "llviewerprecompiledheaders.h"

#include "llaudiosourcevo.h"

#include "llagentcamera.h"
#include "llmutelist.h"
#include "llviewerparcelmgr.h"

LLAudioSourceVO::LLAudioSourceVO(const LLUUID &sound_id, const LLUUID& owner_id, const F32 gain, LLViewerObject *objectp)
        :       LLAudioSource(sound_id, owner_id, gain, LLAudioEngine::AUDIO_TYPE_SFX), 
        mObjectp(objectp)
{
        update();
}

LLAudioSourceVO::~LLAudioSourceVO()
{
        if (mObjectp)
        {
                mObjectp->clearAttachedSound();
        }
        mObjectp = NULL;
}

void LLAudioSourceVO::setGain(const F32 gain)
{
        mGain = llclamp(gain, 0.f, 1.f);
}

void LLAudioSourceVO::updateMute()
{
        if (!mObjectp || mObjectp->isDead())
        {
                mSourceMuted = true;
                return;
        }

        bool mute = false;
        LLVector3d pos_global;

        if (mObjectp->isAttachment())
        {
                LLViewerObject* parent = mObjectp;
                while (parent && !parent->isAvatar())
                {
                        parent = (LLViewerObject*)parent->getParent();
                }
                if (parent)
                {
                        pos_global = parent->getPositionGlobal();
                }
        }
        else
        {
                pos_global = mObjectp->getPositionGlobal();
        }

        if (!LLViewerParcelMgr::getInstance()->canHearSound(pos_global))
        {
                mute = true;
        }

        if (!mute)
        {
                if (LLMuteList::getInstance()->isMuted(mObjectp->getID()))
                {
                        mute = true;
                }
                else if (LLMuteList::getInstance()->isMuted(mOwnerID, LLMute::flagObjectSounds))
                {
                        mute = true;
                }
                else if (mObjectp->isAttachment())
                {
                        LLViewerObject* parent = mObjectp;
                        while (parent && !parent->isAvatar())
                        {
                                parent = (LLViewerObject*)parent->getParent();
                        }
                        if (parent 
                                && LLMuteList::getInstance()->isMuted(parent->getID()))
                        {
                                mute = true;
                        }
                }
        }

        if (mute != mSourceMuted)
        {
                mSourceMuted = mute;
                if (mSourceMuted)
                {
                        // Stop the sound.
                        this->play(LLUUID::null);
                }
                else
                {
                        // Muted sounds keep there data at all times, because
                        // it's the place where the audio UUID is stored.
                        // However, it's possible that mCurrentDatap is
                        // NULL when this source did only preload sounds.
                        if (mCurrentDatap)
                        {
                                // Restart the sound.
                                this->play(mCurrentDatap->getID());
                        }
                }
        }
}

void LLAudioSourceVO::update()
{
        updateMute();

        if (!mObjectp)
        {
                return;
        }

        if (mObjectp->isDead())
        {
                mObjectp = NULL;
                return;
        }

        if (mSourceMuted)
        {
                return;
        }

        if (mObjectp->isHUDAttachment())
        {
                mPositionGlobal = gAgentCamera.getCameraPositionGlobal();
        }
        else
        {
                mPositionGlobal = mObjectp->getPositionGlobal();
        }
        if (mObjectp->getSubParent())
        {
                mVelocity = mObjectp->getSubParent()->getVelocity();
        }
        else
        {
                mVelocity = mObjectp->getVelocity();
        }

        LLAudioSource::update();
}
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