There may be two issues to consider before revising the implementation for sound.
Firstly, stopping sound sources might have an undesirable side effect when moving your camera. In the worst case, moving your camera in and out might make the scene sound like rap music, constantly stopping and restarting the sound. Playing the sound with a gain of zero ensures that sounds continue to play while the camera is out of range. Secondly, the llPreloadSound scripting function is used to ensure that any clients within range have performed any necessary setup and initialization that allows the sound to be triggered later without delay. This operation might rely on playing the sound with zero gain. Do these issues constitute two requirements that any revised implementation should satisfy? 1. Sounds that fall out of range should continue playing (i.e., not restart when they fall back into range). 2. Sounds sent to the viewer by llPreloadSound should be triggered without delay. Sheet Spotter -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Tofu Linden Sent: August 4, 2009 5:13 AM To: Second Life Developer Mailing List Subject: Re: [sldev] How to solve this bug? Aleric Inglewood wrote: > I'd be happy, now that I know that mixing channels with a gain > of 0 cost much more cpu, to fix and close this bug by stopping sound > sources instead of setting their gain to 0. That definitely seems like the right direction - thanks! _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges
