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
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132d701b3e
commit
1a7e3cabc0
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@ -85,13 +85,15 @@ namespace OpenSim.Region.CoreModules.World.Sound
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dis = 0;
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dis = 0;
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}
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}
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float thisSpGain;
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// Scale by distance
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// Scale by distance
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if (radius == 0)
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if (radius == 0)
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gain = (float)((double)gain * ((100.0 - dis) / 100.0));
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thisSpGain = (float)((double)gain * ((100.0 - dis) / 100.0));
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else
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else
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gain = (float)((double)gain * ((radius - dis) / radius));
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thisSpGain = (float)((double)gain * ((radius - dis) / radius));
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sp.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, (float)gain, flags);
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sp.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, thisSpGain, flags);
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});
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});
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}
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}
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