llvieweraudio.cpp
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- /**
- * @file llvieweraudio.cpp
- * @brief Audio functions that used to be in viewer.cpp
- *
- * $LicenseInfo:firstyear=2002&license=viewergpl$
- *
- * Copyright (c) 2002-2010, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- #include "llviewerprecompiledheaders.h"
- #include "llaudioengine.h"
- #include "llagent.h"
- #include "llappviewer.h"
- #include "llvieweraudio.h"
- #include "llviewercamera.h"
- #include "llviewercontrol.h"
- #include "llviewerwindow.h"
- #include "llvoiceclient.h"
- #include "llviewermedia.h"
- /////////////////////////////////////////////////////////
- void init_audio()
- {
- if (!gAudiop)
- {
- llwarns << "Failed to create an appropriate Audio Engine" << llendl;
- return;
- }
- LLVector3d lpos_global = gAgent.getCameraPositionGlobal();
- LLVector3 lpos_global_f;
- lpos_global_f.setVec(lpos_global);
-
- gAudiop->setListener(lpos_global_f,
- LLVector3::zero, // LLViewerCamera::getInstance()->getVelocity(), // !!! BUG need to replace this with smoothed velocity!
- LLViewerCamera::getInstance()->getUpAxis(),
- LLViewerCamera::getInstance()->getAtAxis());
- // load up our initial set of sounds we'll want so they're in memory and ready to be played
- BOOL mute_audio = gSavedSettings.getBOOL("MuteAudio");
- if (!mute_audio && FALSE == gSavedSettings.getBOOL("NoPreload"))
- {
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndAlert")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndBadKeystroke")));
- //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndChatFromObject")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndClick")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndClickRelease")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndHealthReductionF")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndHealthReductionM")));
- //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndIncomingChat")));
- //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndIncomingIM")));
- //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInvApplyToObject")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInvalidOp")));
- //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndInventoryCopyToInv")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndMoneyChangeDown")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndMoneyChangeUp")));
- //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectCopyToInv")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectCreate")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectDelete")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectRezIn")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndObjectRezOut")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndSnapshot")));
- //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartAutopilot")));
- //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartFollowpilot")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStartIM")));
- //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndStopAutopilot")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTeleportOut")));
- //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTextureApplyToObject")));
- //gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTextureCopyToInv")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndTyping")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndWindowClose")));
- gAudiop->preloadSound(LLUUID(gSavedSettings.getString("UISndWindowOpen")));
- }
- audio_update_volume(true);
- }
- void audio_update_volume(bool force_update)
- {
- F32 master_volume = gSavedSettings.getF32("AudioLevelMaster");
- BOOL mute_audio = gSavedSettings.getBOOL("MuteAudio");
- if (!gViewerWindow->getActive() && (gSavedSettings.getBOOL("MuteWhenMinimized")))
- {
- mute_audio = TRUE;
- }
- F32 mute_volume = mute_audio ? 0.0f : 1.0f;
- // Sound Effects
- if (gAudiop)
- {
- gAudiop->setMasterGain ( master_volume );
- gAudiop->setDopplerFactor(gSavedSettings.getF32("AudioLevelDoppler"));
- gAudiop->setRolloffFactor(gSavedSettings.getF32("AudioLevelRolloff"));
- #ifdef kAUDIO_ENABLE_WIND
- gAudiop->enableWind(!mute_audio);
- #endif
- gAudiop->setMuted(mute_audio);
-
- if (force_update)
- {
- audio_update_wind(true);
- }
- // handle secondary gains
- gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_SFX,
- gSavedSettings.getBOOL("MuteSounds") ? 0.f : gSavedSettings.getF32("AudioLevelSFX"));
- gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_UI,
- gSavedSettings.getBOOL("MuteUI") ? 0.f : gSavedSettings.getF32("AudioLevelUI"));
- gAudiop->setSecondaryGain(LLAudioEngine::AUDIO_TYPE_AMBIENT,
- gSavedSettings.getBOOL("MuteAmbient") ? 0.f : gSavedSettings.getF32("AudioLevelAmbient"));
- }
- // Streaming Music
- if (gAudiop)
- {
- F32 music_volume = gSavedSettings.getF32("AudioLevelMusic");
- BOOL music_muted = gSavedSettings.getBOOL("MuteMusic");
- music_volume = mute_volume * master_volume * (music_volume*music_volume);
- gAudiop->setInternetStreamGain ( music_muted ? 0.f : music_volume );
-
- }
- // Streaming Media
- F32 media_volume = gSavedSettings.getF32("AudioLevelMedia");
- BOOL media_muted = gSavedSettings.getBOOL("MuteMedia");
- media_volume = mute_volume * master_volume * (media_volume*media_volume);
- LLViewerMedia::setVolume( media_muted ? 0.0f : media_volume );
- // Voice
- if (gVoiceClient)
- {
- F32 voice_volume = gSavedSettings.getF32("AudioLevelVoice");
- voice_volume = mute_volume * master_volume * voice_volume;
- BOOL voice_mute = gSavedSettings.getBOOL("MuteVoice");
- gVoiceClient->setVoiceVolume(voice_mute ? 0.f : voice_volume);
- gVoiceClient->setMicGain(voice_mute ? 0.f : gSavedSettings.getF32("AudioLevelMic"));
- if (!gViewerWindow->getActive() && (gSavedSettings.getBOOL("MuteWhenMinimized")))
- {
- gVoiceClient->setMuteMic(true);
- }
- else
- {
- gVoiceClient->setMuteMic(false);
- }
- }
- }
- void audio_update_listener()
- {
- if (gAudiop)
- {
- // update listener position because agent has moved
- LLVector3d lpos_global = gAgent.getCameraPositionGlobal();
- LLVector3 lpos_global_f;
- lpos_global_f.setVec(lpos_global);
-
- gAudiop->setListener(lpos_global_f,
- // LLViewerCamera::getInstance()VelocitySmoothed,
- // LLVector3::zero,
- gAgent.getVelocity(), // !!! *TODO: need to replace this with smoothed velocity!
- LLViewerCamera::getInstance()->getUpAxis(),
- LLViewerCamera::getInstance()->getAtAxis());
- }
- }
- void audio_update_wind(bool force_update)
- {
- #ifdef kAUDIO_ENABLE_WIND
- //
- // Extract height above water to modulate filter by whether above/below water
- //
- LLViewerRegion* region = gAgent.getRegion();
- if (region)
- {
- static F32 last_camera_water_height = -1000.f;
- LLVector3 camera_pos = gAgent.getCameraPositionAgent();
- F32 camera_water_height = camera_pos.mV[VZ] - region->getWaterHeight();
-
- //
- // Don't update rolloff factor unless water surface has been crossed
- //
- if (force_update || (last_camera_water_height * camera_water_height) < 0.f)
- {
- static LLUICachedControl<F32> rolloff("AudioLevelRolloff", 1.0f);
- if (camera_water_height < 0.f)
- {
- gAudiop->setRolloffFactor(rolloff * LL_ROLLOFF_MULTIPLIER_UNDER_WATER);
- }
- else
- {
- gAudiop->setRolloffFactor(rolloff);
- }
- }
-
- // Scale down the contribution of weather-simulation wind to the
- // ambient wind noise. Wind velocity averages 3.5 m/s, with gusts to 7 m/s
- // whereas steady-state avatar walk velocity is only 3.2 m/s.
- // Without this the world feels desolate on first login when you are
- // standing still.
- static LLUICachedControl<F32> wind_level("AudioLevelWind", 0.5f);
- LLVector3 scaled_wind_vec = gWindVec * wind_level;
-
- // Mix in the avatar's motion, subtract because when you walk north,
- // the apparent wind moves south.
- LLVector3 final_wind_vec = scaled_wind_vec - gAgent.getVelocity();
-
- // rotate the wind vector to be listener (agent) relative
- gRelativeWindVec = gAgent.getFrameAgent().rotateToLocal( final_wind_vec );
- // don't use the setter setMaxWindGain() because we don't
- // want to screw up the fade-in on startup by setting actual source gain
- // outside the fade-in.
- F32 master_volume = gSavedSettings.getBOOL("MuteAudio") ? 0.f : gSavedSettings.getF32("AudioLevelMaster");
- F32 ambient_volume = gSavedSettings.getBOOL("MuteAmbient") ? 0.f : gSavedSettings.getF32("AudioLevelAmbient");
- F32 max_wind_volume = master_volume * ambient_volume;
- const F32 WIND_SOUND_TRANSITION_TIME = 2.f;
- // amount to change volume this frame
- F32 volume_delta = (LLFrameTimer::getFrameDeltaTimeF32() / WIND_SOUND_TRANSITION_TIME) * max_wind_volume;
- if (force_update)
- {
- // initialize wind volume (force_update) by using large volume_delta
- // which is sufficient to completely turn off or turn on wind noise
- volume_delta = 1.f;
- }
- // mute wind when not flying
- if (gAgent.getFlying())
- {
- // volume increases by volume_delta, up to no more than max_wind_volume
- gAudiop->mMaxWindGain = llmin(gAudiop->mMaxWindGain + volume_delta, max_wind_volume);
- }
- else
- {
- // volume decreases by volume_delta, down to no less than 0
- gAudiop->mMaxWindGain = llmax(gAudiop->mMaxWindGain - volume_delta, 0.f);
- }
-
- last_camera_water_height = camera_water_height;
- gAudiop->updateWind(gRelativeWindVec, camera_water_height);
- }
- #endif
- }