本文整理汇总了C++中LLAudioData::isInPreload方法的典型用法代码示例。如果您正苦于以下问题:C++ LLAudioData::isInPreload方法的具体用法?C++ LLAudioData::isInPreload怎么用?C++ LLAudioData::isInPreload使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LLAudioData
的用法示例。
在下文中一共展示了LLAudioData::isInPreload方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: isDone
bool LLAudioSource::isDone() const
{
static const F32 MAX_AGE = 60.f;
static const F32 MAX_UNPLAYED_AGE = 15.f;
static const F32 MAX_MUTED_AGE = 11.f;
if(mCorrupted)
{
// If we decode bad data then just kill this source entirely.
return true;
}
else if (isLoop())
{
// Looped sources never die on their own.
return false;
}
else if (hasPendingPreloads())
{
// If there are pending preload requests then keep it alive.
return false;
}
else if (mQueuedDatap)
{
// Don't kill this sound if we've got something queued up to play.
return false;
}
else if(mPlayedOnce && (!mChannelp || !mChannelp->isPlaying()))
{
// This is a single-play source and it already did its thing.
return true;
}
F32 elapsed = mAgeTimer.getElapsedTimeF32();
if (!mChannelp)
{
LLAudioData* adp = mCurrentDatap;
//Still decoding.
if(adp && adp->isInPreload())
return false;
// We don't have a channel assigned, and it's been
// over 15 seconds since we tried to play it. Don't bother.
return (elapsed > (mSourceMuted ? MAX_MUTED_AGE : MAX_UNPLAYED_AGE));
}
else if (mChannelp->isPlaying())
{
// Arbitarily cut off non-looped sounds when they're old.
return elapsed > MAX_AGE;
}
else if(!isSyncSlave())
{
// The sound isn't playing back after 15 seconds, kill it.
// This might happen if all channels are in use and this source is low-priority
return elapsed > MAX_UNPLAYED_AGE;
}
return false;
}
示例2: hasPendingPreloads
bool LLAudioSource::hasPendingPreloads() const
{
// Check to see if we've got any preloads on deck for this source
data_map::const_iterator iter;
for (iter = mPreloadMap.begin(); iter != mPreloadMap.end(); iter++)
{
LLAudioData *adp = iter->second;
// note: a bad UUID will forever be !hasDecodedData()
// but also !hasValidData(), hence the check for hasValidData()
if (!adp)
{
continue;
}
if (adp->isInPreload())
{
// This source is still waiting for a preload
return true;
}
}
return false;
}
示例3: startNextTransfer
void LLAudioEngine::startNextTransfer()
{
//LL_INFOS("AudioEngine") << "LLAudioEngine::startNextTransfer()" << LL_ENDL;
if (getMuted())
{
return;
}
else if(mCurrentTransferTimer.getElapsedTimeF32() <= .1f)
{
return;
}
else if(mCurrentTransfer && mCurrentTransfer->isInPreload())
{
//Keep updating until it either errors out or completes.
mCurrentTransfer->updateLoadState();
return;
}
else
{
mCurrentTransfer = NULL;
}
//Technically, mCurrentTransfer could end up pointing to an audiodata object that's already
//being transmitted/decoded if such was spawned via needing it for playback immediately.
//This will effectively block us from choosing a lower priority audiodata object until the
//immediate ones are done, but it's not a real problem.
// Get the ID for the next asset that we want to transfer.
// Pick one in the following order:
S32 i;
LLAudioSource *asp = NULL;
LLAudioData *adp = NULL;
LLAudioData *cur_adp = NULL;
data_map::iterator data_iter;
// Check all channels for currently playing sounds.
F32 max_pri = -1.f;
for (i = 0; i < MAX_CHANNELS; i++)
{
if (!mChannels[i])
{
continue;
}
asp = mChannels[i]->getSource();
if (!asp)
{
continue;
}
if (asp->getPriority() <= max_pri)
{
continue;
}
if (asp->getPriority() <= max_pri)
{
continue;
}
adp = asp->getCurrentData();
if (!adp)
{
continue;
}
if (adp->isInPreload())
{
max_pri = asp->getPriority();
cur_adp = adp;
}
}
// Check all channels for currently queued sounds.
if (!cur_adp)
{
max_pri = -1.f;
for (i = 0; i < MAX_CHANNELS; i++)
{
if (!mChannels[i])
{
continue;
}
LLAudioSource *asp;
asp = mChannels[i]->getSource();
if (!asp)
{
continue;
}
if (asp->getPriority() <= max_pri)
{
continue;
}
adp = asp->getQueuedData();
if (!adp)
{
continue;
}
//.........这里部分代码省略.........