Commit Graph

22 Commits

Author SHA1 Message Date
Melanie Thielker
b16abc8166 Massive tab and trailing space cleanup 2017-01-05 19:07:37 +00:00
UbitUmarov
ddc2f2ccd3 mantis: 8008 unscripted child prim collisions didn't trigger scripted root prim collision events; collision sounds had incorrect aggregateevents call and default sounds where muted. Future optimization needed and Testing 2016-08-28 08:45:09 +01:00
UbitUmarov
04dd2a9795 fix llCollisionSound("",0.0) not disabling sounds BUT let llCollisionSound("",value [<=1.0]) play default sounds with selected volume. I really don't care if last part is not like SL 2016-08-20 23:41:32 +01:00
UbitUmarov
a492b6f693 remove forgotten line... 2012-07-14 20:13:40 +01:00
UbitUmarov
1dca94c72f don't subscribe collision events for nonphysical parts only because of
collision sounds. Let them be passive
2012-07-14 20:10:38 +01:00
Melanie
038acc39be Cut off collision sounds with avatar at 3.2. This makes most walkig collisions
with walls and stairs silent. Falls from greater height and running into things
will still be heard. a CollisionSound defined for the object will override this
so one can still script a soccer ball with sounds.
2012-06-08 00:09:30 +02:00
Melanie
ad1df33006 Further limit the amount of avatar collisions that will actually trigger
sounds. They are distracting.
2012-06-07 23:41:10 +02:00
Melanie
4942314435 Implement playing of the real collision sounds, change scaling for avatar
collisions to make them really soft because otherwise climbing stairs
makes an unbearable amount of noise.
2012-06-07 20:51:03 +02:00
Melanie
64aefe9c28 Disable default collision sounds until they can be uploaded, but enable custom ones 2012-06-07 17:59:38 +02:00
UbitUmarov
121433d03a disable collision sounds for now 2012-05-28 13:10:02 +01:00
Melanie
7305d2e0ef Merge branch 'ubitwork' into avination 2012-05-21 07:32:27 +02:00
UbitUmarov
2c498baf58 a bit faster collision sound type verification plus a few fixes/changes 2012-05-19 13:53:49 +01:00
UbitUmarov
a2c64d9795 temp work: sounds simetric acording to materials, still 'window close' test sound. Included in coment full assimetric ( since seems we have files for it now ) case with some uuids 2012-05-19 12:25:31 +01:00
UbitUmarov
9ecdef2686 modulate collision sound intensity with collision relative velocity for parts also 2012-05-19 02:04:10 +01:00
UbitUmarov
98a2c7bfee modulate collision sounds intensity with relative collision speed 2012-05-19 01:10:39 +01:00
UbitUmarov
0d0c472181 removed redundant colision sounds. Temporary muted sounds ( returns at top of funtions ). 2012-05-17 23:15:07 +01:00
Melanie
24b35b7e93 Merge branch 'ubitwork' into avination
Conflicts:
	OpenSim/Region/Framework/Scenes/CollisionSounds.cs
2012-05-17 22:29:44 +02:00
Melanie
511fc663a2 Temprorarily disable collision sounds until we have some sound bites 2012-05-17 21:36:27 +02:00
UbitUmarov
6af78836a5 trigger collision sounds on active agent position for better spatial effect without using the detailed collision position. (current error will be half max physical prim size). Moved some checks from sop to collisionSound code 2012-05-17 12:17:29 +01:00
UbitUmarov
e4231e95a9 increase avatars collisions report to 10 per sec, Stopped sound on avatar to volumedetect collision 2012-05-17 04:41:46 +01:00
UbitUmarov
038986baff add avatar colision sounds. Changed test sound UUID 2012-05-17 04:14:13 +01:00
UbitUmarov
7cbc54d92a default collision sounds. Incomplete, untested, needs revision 2012-05-17 01:04:30 +01:00