Audio engine, fix Wind Synth
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@@ -823,7 +823,7 @@ void LLAudioEngine::triggerSound(const LLUUID &audio_uuid, const LLUUID& owner_i
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// Create a new source (since this can't be associated with an existing source.
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//llinfos << "Localized: " << audio_uuid << llendl;
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if (mMuted)
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if (mMuted || gain < FLT_EPSILON*2)
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{
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return;
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}
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@@ -13755,7 +13755,7 @@
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<integer>0</integer>
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<integer>1</integer>
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</map>
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<key>CloudsEnabled</key>
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<map>
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@@ -248,10 +248,10 @@ void audio_update_wind(bool force_update)
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// outside the fade-in.
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static const LLCachedControl<bool> mute_audio("MuteAudio",false);
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static const LLCachedControl<bool> mute_ambient("MuteAmbient",false);
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static const LLCachedControl<F32> audio_level_master("AudioLevelMaster",1);
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static const LLCachedControl<F32> audio_level_ambient("AudioLevelAmbient",1);
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F32 master_volume = mute_audio ? 0.f : mute_ambient;
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F32 ambient_volume = mute_ambient ? 0.f : audio_level_ambient;
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static const LLCachedControl<F32> audio_level_master("AudioLevelMaster", 1.0f);
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static const LLCachedControl<F32> audio_level_ambient("AudioLevelAmbient",1.0f);
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F32 master_volume = mute_audio ? 0.f : (F32)audio_level_master;
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F32 ambient_volume = mute_ambient ? 0.f : (F32)audio_level_ambient;
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F32 wind_volume = master_volume * ambient_volume;
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gAudiop->mMaxWindGain = wind_volume;
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