diff options
-rw-r--r-- | indra/newview/app_settings/settings.xml | 11 | ||||
-rw-r--r-- | indra/newview/llvieweraudio.cpp | 4 |
2 files changed, 13 insertions, 2 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index a2a6744722..1025c9299d 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -346,6 +346,17 @@ <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>AudioStreamingMedia</key> <map> <key>Comment</key> diff --git a/indra/newview/llvieweraudio.cpp b/indra/newview/llvieweraudio.cpp index b3b4f43e57..404297c58f 100644 --- a/indra/newview/llvieweraudio.cpp +++ b/indra/newview/llvieweraudio.cpp @@ -541,8 +541,8 @@ void audio_update_wind(bool force_update) // 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. - const F32 WIND_LEVEL = 0.5f; - LLVector3 scaled_wind_vec = gWindVec * WIND_LEVEL; + 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. |