From ec063b9088052a7a57b92ddaf27bb5650c534ba2 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Tue, 31 Jul 2012 22:52:17 +0100 Subject: [PATCH] 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. --- OpenSim/Region/CoreModules/World/Sound/SoundModule.cs | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs index d768a1ac16..14c1a3947e 100644 --- a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs +++ b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs @@ -119,17 +119,20 @@ namespace OpenSim.Region.CoreModules.World.Sound m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) { double dis = Util.GetDistanceTo(sp.AbsolutePosition, position); + if (dis > 100.0) // Max audio distance return; + float thisSpGain; + // Scale by distance if (radius == 0) - gain = (float)((double)gain * ((100.0 - dis) / 100.0)); + thisSpGain = (float)((double)gain * ((100.0 - dis) / 100.0)); else - gain = (float)((double)gain * ((radius - dis) / radius)); + thisSpGain = (float)((double)gain * ((radius - dis) / radius)); sp.ControllingClient.SendTriggeredSound( - soundId, ownerID, objectID, parentID, handle, position, (float)gain); + soundId, ownerID, objectID, parentID, handle, position, thisSpGain); }); } }