Further header cleanup and a few updates

Updated llstring to current linden
Further linden_common cleanup
Header cleanup
Raised banlines to 5000 as per linden server change
Included missing llmediaentry.cpp file
Minor whitespace changes here and there
This commit is contained in:
Drake Arconis
2012-07-21 03:01:42 -04:00
parent 1e81966b89
commit 0d3fab40e5
31 changed files with 1143 additions and 182 deletions

View File

@@ -230,7 +230,7 @@ void audio_update_wind(bool force_update)
//
if (force_update || (last_camera_water_height * camera_water_height) < 0.f)
{
static const LLCachedControl<F32> audio_level_rolloff("AudioLevelRolloff",1);
static const LLCachedControl<F32> audio_level_rolloff("AudioLevelRolloff", 1.0f);
if (camera_water_height < 0.f)
{
gAudiop->setRolloffFactor(audio_level_rolloff * LL_ROLLOFF_MULTIPLIER_UNDER_WATER);
@@ -241,17 +241,18 @@ void audio_update_wind(bool force_update)
}
}
// Scale down the contribution of weather-simulation wind to the
// ambient wind noise. Wind velocity averages 3.5 m/s, with gusts to 7 m/s
// whereas steady-state avatar walk velocity is only 3.2 m/s.
// Without this the world feels desolate on first login when you are
// standing still.
static LLCachedControl<F32> wind_level("AudioLevelWind", 0.5f);
LLVector3 scaled_wind_vec = gWindVec * wind_level;
// Scale down the contribution of weather-simulation wind to the
// ambient wind noise. Wind velocity averages 3.5 m/s, with gusts to 7 m/s
// whereas steady-state avatar walk velocity is only 3.2 m/s.
// Without this the world feels desolate on first login when you are
// standing still.
static LLCachedControl<F32> wind_level("AudioLevelWind", 0.5f);
LLVector3 scaled_wind_vec = gWindVec * wind_level;
// Mix in the avatar's motion, subtract because when you walk north,
// the apparent wind moves south.
LLVector3 final_wind_vec = scaled_wind_vec - gAgent.getVelocity();
// Mix in the avatar's motion, subtract because when you walk north,
// the apparent wind moves south.
LLVector3 final_wind_vec = scaled_wind_vec - gAgent.getVelocity();
// rotate the wind vector to be listener (agent) relative
gRelativeWindVec = gAgent.getFrameAgent().rotateToLocal(final_wind_vec);
@@ -275,7 +276,7 @@ void audio_update_wind(bool force_update)
if (gSavedSettings.getBOOL("MuteWind"))
{
// volume decreases by itself
gAudiop->mMaxWindGain -= gAudiop->mMaxWindGain;
gAudiop->mMaxWindGain = 0.f;
}
// mute wind when not /*flying*/ in air
else if /*(gAgent.getFlying())*/ (gAgentAvatarp && gAgentAvatarp->mInAir)