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authorAndrey Kleshchev <andreykproductengine@lindenlab.com>2025-04-07 21:30:47 +0300
committerAndrey Kleshchev <117672381+akleshchev@users.noreply.github.com>2025-04-07 22:49:55 +0300
commita7f3785cd6856eeba7eb454625e8cf874eb20e8e (patch)
tree844dc64a3d5b78215149ad1ec249f80384d3b084 /indra/newview/llvieweraudio.cpp
parentf6a2dbe6ec3dbe059ca25cfcd2348619aeacb46b (diff)
#3873 Return back AudioLevelWind
Partial revert from d00b6e4216bb308ae075d90dfa871c902d765f8d Our statistics claimed that AudioLevelWind is unused, but it is in use.
Diffstat (limited to 'indra/newview/llvieweraudio.cpp')
-rw-r--r--indra/newview/llvieweraudio.cpp4
1 files changed, 2 insertions, 2 deletions
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.