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
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c4ba2e5dfb
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716e6f20e1
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@ -417,8 +417,8 @@ namespace OpenSim.Region.Framework.Scenes
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private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>();
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public List<SceneObjectPart> PlaySoundSlavePrims
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{
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get { return m_LoopSoundSlavePrims; }
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set { m_LoopSoundSlavePrims = value; }
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get { return m_PlaySoundSlavePrims; }
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set { m_PlaySoundSlavePrims = value; }
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}
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private SceneObjectPart m_LoopSoundMasterPrim = null;
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@ -568,8 +568,8 @@ namespace OpenSim.Region.Framework.Scenes
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private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>();
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public List<SceneObjectPart> PlaySoundSlavePrims
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{
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get { return m_LoopSoundSlavePrims; }
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set { m_LoopSoundSlavePrims = value; }
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get { return m_PlaySoundSlavePrims; }
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set { m_PlaySoundSlavePrims = value; }
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}
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private SceneObjectPart m_LoopSoundMasterPrim = null;
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