fix for script agent audio missing channel flag

This commit is contained in:
Stephen Birarda 2014-07-03 10:45:05 -07:00
parent 67910a5ba2
commit 0af79c4d95
2 changed files with 6 additions and 1 deletions

View file

@ -99,6 +99,7 @@ void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuf
bool shouldAttenuate = (bufferToAdd != listeningNodeBuffer);
if (shouldAttenuate) {
// if the two buffer pointers do not match then these are different buffers
glm::vec3 relativePosition = bufferToAdd->getPosition() - listeningNodeBuffer->getPosition();

View file

@ -1,3 +1,4 @@
//
// ScriptEngine.cpp
// libraries/script-engine/src
@ -469,7 +470,10 @@ void ScriptEngine::run() {
// pack a placeholder value for sequence number for now, will be packed when destination node is known
int numPreSequenceNumberBytes = audioPacket.size();
packetStream << (quint16)0;
packetStream << (quint16) 0;
// assume scripted avatar audio is mono and set channel flag to zero
packetStream << (quint8) 0;
// use the orientation and position of this avatar for the source of this audio
packetStream.writeRawData(reinterpret_cast<const char*>(&_avatarData->getPosition()), sizeof(glm::vec3));