Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the SL Wiki spec does not state that slaves are set to match master values

integration
SignpostMarv 2012-10-06 22:37:27 +01:00 committed by Justin Clark-Casey (justincc)
parent d7ffcace8f
commit e5df8cafb8
1 changed files with 0 additions and 15 deletions

View File

@ -251,22 +251,7 @@ namespace OpenSim.Region.CoreModules.World.Sound
return; return;
m_host.ParentGroup.LoopSoundMasterPrim = m_host; m_host.ParentGroup.LoopSoundMasterPrim = m_host;
lock (m_host.ParentGroup.LoopSoundSlavePrims)
{
foreach (SceneObjectPart prim in m_host.ParentGroup.LoopSoundSlavePrims)
{
if (prim.Sound != UUID.Zero)
StopSound(objectID);
prim.Sound = soundID;
prim.SoundGain = volume;
prim.SoundFlags = 1; // looping
prim.SoundRadius = radius;
prim.ScheduleFullUpdate();
prim.SendFullUpdateToAllClients();
}
}
if (m_host.Sound != UUID.Zero) if (m_host.Sound != UUID.Zero)
StopSound(objectID); StopSound(objectID);