compiler warnings revealed that public PlaySoundSlavePrims properties were changing the wrong protected fields.

correcting these may resolve the sound problems seen recently on the mailing list, though not guaranteed.
slimupdates
Justin Clark-Casey (justincc) 2010-03-03 23:40:32 +00:00
parent c4ba2e5dfb
commit 716e6f20e1
2 changed files with 4 additions and 4 deletions

View File

@ -417,8 +417,8 @@ namespace OpenSim.Region.Framework.Scenes
private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>();
public List<SceneObjectPart> PlaySoundSlavePrims
{
get { return m_LoopSoundSlavePrims; }
set { m_LoopSoundSlavePrims = value; }
get { return m_PlaySoundSlavePrims; }
set { m_PlaySoundSlavePrims = value; }
}
private SceneObjectPart m_LoopSoundMasterPrim = null;

View File

@ -568,8 +568,8 @@ namespace OpenSim.Region.Framework.Scenes
private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>();
public List<SceneObjectPart> PlaySoundSlavePrims
{
get { return m_LoopSoundSlavePrims; }
set { m_LoopSoundSlavePrims = value; }
get { return m_PlaySoundSlavePrims; }
set { m_PlaySoundSlavePrims = value; }
}
private SceneObjectPart m_LoopSoundMasterPrim = null;