diff options
author | James Cook <james@lindenlab.com> | 2009-11-17 12:02:44 -0800 |
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committer | James Cook <james@lindenlab.com> | 2009-11-17 12:02:44 -0800 |
commit | 91b89383a8e3b3aa5cacf5b8c70b7f195dc84fcf (patch) | |
tree | e2569abfcc888f39a963af6f975b1e90670473e2 | |
parent | 4a2ed8f6f7885454f66ea5bfc014ce0b78234f76 (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.cpp | 6 |
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 |