Sound Explorer + block sounds by asset ID (wire up the dormant SLAssetBlocklist / Assets tab) #654
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sky_line/Slipstream#654
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Firestorm-style Sound Explorer and block a sound by its asset ID. This is our own implementation (released-code rule: no copying unreleased work; credit anything we take).
What exists today
SLAssetBlocklist(slassetblocklist.h/.cpp) stores and saves blocked asset IDs. The Assets tab in Communicate > Derender / Blacklist List (LLPanelAssetBlocklist,panel_block_asset.xml) lists entries and removes them. But nothing ever adds an entry, and nothing checksisBlocked(). Both are dead today.Scope
SLAssetBlocklistwith typeAT_SOUND. Every playback path drops a blocked sound before decode/playback, whoever plays it:LLAudioEngine,llvieweraudio, attached sounds and triggered sounds. Blocked sounds appear in the existing Assets tab, where unblocking works.Out of scope (possible follow-ups)
Using the same blocklist for other asset types (animations, textures). The storage already holds an asset type.
Agent dispatched (Sonnet).
Shipped in 1.3.0 Beta 3: Sound Explorer (World > Sound Explorer) and blocking sounds by asset ID, shown in the Blocked list's Assets tab.