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path: root/OpenSim/Region/Framework/Scenes/CollisionSounds.cs (follow)
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* Massive tab and trailing space cleanupMelanie Thielker2017-01-051-1/+1
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* mantis: 8008 unscripted child prim collisions didn't trigger scripted root ↵UbitUmarov2016-08-281-2/+3
| | | | prim collision events; collision sounds had incorrect aggregateevents call and default sounds where muted. Future optimization needed and Testing
* fix llCollisionSound("",0.0) not disabling sounds BUT let ↵UbitUmarov2016-08-201-21/+46
| | | | llCollisionSound("",value [<=1.0]) play default sounds with selected volume. I really don't care if last part is not like SL
* remove forgotten line...UbitUmarov2012-07-141-1/+0
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* don't subscribe collision events for nonphysical parts only because ofUbitUmarov2012-07-141-0/+1
| | | | collision sounds. Let them be passive
* Cut off collision sounds with avatar at 3.2. This makes most walkig collisionsMelanie2012-06-081-1/+1
| | | | | | 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.
* Further limit the amount of avatar collisions that will actually triggerMelanie2012-06-071-2/+4
| | | | sounds. They are distracting.
* Implement playing of the real collision sounds, change scaling for avatarMelanie2012-06-071-133/+57
| | | | | collisions to make them really soft because otherwise climbing stairs makes an unbearable amount of noise.
* Disable default collision sounds until they can be uploaded, but enable ↵Melanie2012-06-071-55/+56
| | | | custom ones
* disable collision sounds for nowUbitUmarov2012-05-281-2/+8
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* Merge branch 'ubitwork' into avinationMelanie2012-05-211-101/+216
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| * a bit faster collision sound type verification plus a few fixes/changesUbitUmarov2012-05-191-33/+40
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| * temp work: sounds simetric acording to materials, still 'window close' test ↵UbitUmarov2012-05-191-30/+98
| | | | | | | | sound. Included in coment full assimetric ( since seems we have files for it now ) case with some uuids
| * modulate collision sound intensity with collision relative velocity for ↵UbitUmarov2012-05-191-30/+60
| | | | | | | | parts also
| * modulate collision sounds intensity with relative collision speedUbitUmarov2012-05-191-32/+42
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* | Merge branch 'ubitwork' into avinationMelanie2012-05-171-28/+9
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/CollisionSounds.cs
| * removed redundant colision sounds. Temporary muted sounds ( returns at top ↵UbitUmarov2012-05-171-28/+13
| | | | | | | | of funtions ).
* | Temprorarily disable collision sounds until we have some sound bitesMelanie2012-05-171-1/+5
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* trigger collision sounds on active agent position for better spatial effect ↵UbitUmarov2012-05-171-7/+18
| | | | without using the detailed collision position. (current error will be half max physical prim size). Moved some checks from sop to collisionSound code
* increase avatars collisions report to 10 per sec, Stopped sound on avatar to ↵UbitUmarov2012-05-171-1/+1
| | | | volumedetect collision
* add avatar colision sounds. Changed test sound UUIDUbitUmarov2012-05-171-62/+118
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* default collision sounds. Incomplete, untested, needs revisionUbitUmarov2012-05-171-0/+204