SceneObjectPart.SendSound can exit early if a sound module was not found.

integration
SignpostMarv 2012-10-05 14:39:06 +01:00 committed by Justin Clark-Casey (justincc)
parent f4fe8763ad
commit 32db725dd7
1 changed files with 4 additions and 4 deletions

View File

@ -2684,6 +2684,10 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="flags"></param> /// <param name="flags"></param>
public void SendSound(string sound, double volume, bool triggered, byte flags, float radius, bool useMaster, bool isMaster) public void SendSound(string sound, double volume, bool triggered, byte flags, float radius, bool useMaster, bool isMaster)
{ {
ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
if(soundModule == null)
return;
volume = Util.Clip((float)volume, 0, 1); volume = Util.Clip((float)volume, 0, 1);
UUID ownerID = OwnerID; UUID ownerID = OwnerID;
@ -2713,9 +2717,6 @@ namespace OpenSim.Region.Framework.Scenes
if (soundID == UUID.Zero) if (soundID == UUID.Zero)
return; return;
ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
if (soundModule != null)
{
if (useMaster) if (useMaster)
{ {
if (isMaster) if (isMaster)
@ -2761,7 +2762,6 @@ namespace OpenSim.Region.Framework.Scenes
else else
soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius); soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
} }
}
} }
/// <summary> /// <summary>