Factoring out an if-else block in PlayAttachedSound as it was using the previously hard-coded max distance value.
parent
375fb66589
commit
6bd1f0f209
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@ -112,6 +112,9 @@ namespace OpenSim.Region.CoreModules.World.Sound
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SceneObjectGroup grp = part.ParentGroup;
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if (radius == 0)
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radius = MaxDistance;
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m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
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{
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double dis = Util.GetDistanceTo(sp.AbsolutePosition, position);
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@ -130,9 +133,6 @@ namespace OpenSim.Region.CoreModules.World.Sound
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float thisSpGain;
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// Scale by distance
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if (radius == 0)
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thisSpGain = (float)((double)gain * ((100.0 - dis) / 100.0));
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else
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thisSpGain = (float)((double)gain * ((radius - dis) / radius));
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sp.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, thisSpGain, flags);
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@ -160,6 +160,9 @@ namespace OpenSim.Region.CoreModules.World.Sound
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}
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}
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if (radius == 0)
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radius = MaxDistance;
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m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
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{
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double dis = Util.GetDistanceTo(sp.AbsolutePosition, position);
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@ -170,9 +173,6 @@ namespace OpenSim.Region.CoreModules.World.Sound
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float thisSpGain;
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// Scale by distance
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if (radius == 0)
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thisSpGain = (float)((double)gain * ((100.0 - dis) / 100.0));
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else
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thisSpGain = (float)((double)gain * ((radius - dis) / radius));
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sp.ControllingClient.SendTriggeredSound(
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