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authorJames Cook <james@lindenlab.com>2009-11-17 12:02:44 -0800
committerJames Cook <james@lindenlab.com>2009-11-17 12:02:44 -0800
commit91b89383a8e3b3aa5cacf5b8c70b7f195dc84fcf (patch)
treee2569abfcc888f39a963af6f975b1e90670473e2
parent4a2ed8f6f7885454f66ea5bfc014ce0b78234f76 (diff)
Only use avatar motion to compute wind noise, makes world less desolate on login
and when standing still. Reviewed with Kelly
-rw-r--r--indra/newview/llvieweraudio.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/llvieweraudio.cpp b/indra/newview/llvieweraudio.cpp
index 7bdcb07c00..e7f904023a 100644
--- a/indra/newview/llvieweraudio.cpp
+++ b/indra/newview/llvieweraudio.cpp
@@ -221,9 +221,9 @@ void audio_update_wind(bool force_update)
}
}
// this line rotates the wind vector to be listener (agent) relative
- // unfortunately we have to pre-translate to undo the translation that
- // occurs in the transform call
- gRelativeWindVec = gAgent.getFrameAgent().rotateToLocal(gWindVec - gAgent.getVelocity());
+ // Only use the agent's motion to compute wind noise, otherwise the world
+ // feels desolate on login when you are standing still.
+ gRelativeWindVec = gAgent.getFrameAgent().rotateToLocal( -gAgent.getVelocity() );
// don't use the setter setMaxWindGain() because we don't
// want to screw up the fade-in on startup by setting actual source gain