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