Fix bug in SoundModule.PlayAttachedSound() where every sound update to an avatar would base its gain calculation on the previous avatar's gain, instead of the original input gain

This is similar to commit d89faa which fixed the same kind of bug in TriggerSound()
0.7.4.1
Justin Clark-Casey (justincc) 2012-08-21 22:21:35 +01:00
parent 132d701b3e
commit 1a7e3cabc0
1 changed files with 5 additions and 3 deletions

View File

@ -85,13 +85,15 @@ namespace OpenSim.Region.CoreModules.World.Sound
dis = 0;
}
float thisSpGain;
// Scale by distance
if (radius == 0)
gain = (float)((double)gain * ((100.0 - dis) / 100.0));
thisSpGain = (float)((double)gain * ((100.0 - dis) / 100.0));
else
gain = (float)((double)gain * ((radius - dis) / radius));
thisSpGain = (float)((double)gain * ((radius - dis) / radius));
sp.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, (float)gain, flags);
sp.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, thisSpGain, flags);
});
}