diff options
-rw-r--r-- | indra/newview/app_settings/settings.xml | 11 | ||||
-rw-r--r-- | indra/newview/llvieweraudio.cpp | 24 |
2 files changed, 29 insertions, 6 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 55db13e44a..e24e1a8605 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -265,6 +265,17 @@ <key>Value</key> <real>0.5</real> </map> + <key>AudioLevelWind</key> + <map> + <key>Comment</key> + <string>Audio level of wind noise when standing still</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.5</real> + </map> <key>AudioSteamingMedia</key> <map> <key>Comment</key> diff --git a/indra/newview/llvieweraudio.cpp b/indra/newview/llvieweraudio.cpp index e7f904023a..38103f9e41 100644 --- a/indra/newview/llvieweraudio.cpp +++ b/indra/newview/llvieweraudio.cpp @@ -211,19 +211,31 @@ void audio_update_wind(bool force_update) // if (force_update || (last_camera_water_height * camera_water_height) < 0.f) { + static LLUICachedControl<F32> rolloff("AudioLevelRolloff", 1.0f); if (camera_water_height < 0.f) { - gAudiop->setRolloffFactor(gSavedSettings.getF32("AudioLevelRolloff") * LL_ROLLOFF_MULTIPLIER_UNDER_WATER); + gAudiop->setRolloffFactor(rolloff * LL_ROLLOFF_MULTIPLIER_UNDER_WATER); } else { - gAudiop->setRolloffFactor(gSavedSettings.getF32("AudioLevelRolloff")); + gAudiop->setRolloffFactor(rolloff); } } - // this line rotates the wind vector to be listener (agent) relative - // 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() ); + + // 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 LLUICachedControl<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(); + + // rotate the wind vector to be listener (agent) relative + gRelativeWindVec = gAgent.getFrameAgent().rotateToLocal( final_wind_vec ); // don't use the setter setMaxWindGain() because we don't // want to screw up the fade-in on startup by setting actual source gain |