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. | 
