Made further refinements to the audioengine:
-Looping syncslaves are stopped when there is no syncmaster. -Hardened against edge cases regarding soundsource priority sorting. -Fixed issue with syncmasters being marked as having looped when instead they just started playing (caused double-start of syncslaves). -Updated some comments.
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@@ -316,6 +316,7 @@ public:
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LLVector3d getPositionGlobal() const { return mPositionGlobal; }
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LLVector3 getVelocity() const { return mVelocity; }
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F32 getPriority() const { return mPriority; }
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void setPriority(F32 priority) { mPriority = priority; }
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// Gain should always be clamped between 0 and 1.
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F32 getGain() const { return mGain; }
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