From a7f3785cd6856eeba7eb454625e8cf874eb20e8e Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Mon, 7 Apr 2025 21:30:47 +0300 Subject: #3873 Return back AudioLevelWind Partial revert from d00b6e4216bb308ae075d90dfa871c902d765f8d Our statistics claimed that AudioLevelWind is unused, but it is in use. --- indra/newview/app_settings/settings.xml | 11 +++++++++++ indra/newview/llvieweraudio.cpp | 4 ++-- 2 files changed, 13 insertions(+), 2 deletions(-) (limited to 'indra') 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 @@ -345,6 +345,17 @@ F32 Value 0.5 + + AudioLevelWind + + Comment + Audio level of wind noise when standing still + Persist + 1 + Type + F32 + Value + 0.5 AudioStreamingMedia 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 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. -- cgit v1.2.3