Fix bug in SoundModule.TriggerSound() 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 was making sound attenuate oddly when there were NPCs in the region, though it could also happen with ordinary avatars.0.7.4.1
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a76a289d11
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d89faa3c16
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@ -119,17 +119,20 @@ namespace OpenSim.Region.CoreModules.World.Sound
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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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if (dis > 100.0) // Max audio distance
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return;
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float thisSpGain;
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// Scale by distance
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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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gain = (float)((double)gain * ((radius - dis) / radius));
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thisSpGain = (float)((double)gain * ((radius - dis) / radius));
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sp.ControllingClient.SendTriggeredSound(
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soundId, ownerID, objectID, parentID, handle, position, (float)gain);
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soundId, ownerID, objectID, parentID, handle, position, thisSpGain);
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});
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}
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}
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