diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index a9fac1e32c..d535bb9930 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -390,7 +390,7 @@ Menu::Menu() : addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderHeadCollisionShapes); addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderBoundingCollisionShapes); addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::CollideAsRagdoll); - addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::BlueAudioMeter, 0, true); + addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::BlueSpeechSphere, 0, true); addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, false); #ifdef HAVE_FACESHIFT diff --git a/interface/src/Menu.h b/interface/src/Menu.h index a923babf57..ca062e0a75 100644 --- a/interface/src/Menu.h +++ b/interface/src/Menu.h @@ -342,7 +342,7 @@ namespace MenuOption { const QString AvatarsReceiveShadows = "Avatars Receive Shadows"; const QString Bandwidth = "Bandwidth Display"; const QString BandwidthDetails = "Bandwidth Details"; - const QString BlueAudioMeter = "Blue Sphere While Speaking"; + const QString BlueSpeechSphere = "Blue Sphere While Speaking"; const QString BuckyBalls = "Bucky Balls"; const QString CascadedShadows = "Cascaded"; const QString Chat = "Chat..."; diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 165b218873..f93813d56c 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -368,12 +368,12 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) { // quick check before falling into the code below: // (a 10 degree breadth of an almost 2 meter avatar kicks in at about 12m) const float MIN_VOICE_SPHERE_DISTANCE = 12.0f; - if (Menu::getInstance()->isOptionChecked(MenuOption::BlueAudioMeter) + if (Menu::getInstance()->isOptionChecked(MenuOption::BlueSpeechSphere) && distanceToTarget > MIN_VOICE_SPHERE_DISTANCE) { // render voice intensity sphere for avatars that are farther away const float MAX_SPHERE_ANGLE = 10.0f * RADIANS_PER_DEGREE; - const float MIN_SPHERE_ANGLE = 1.0f * RADIANS_PER_DEGREE; + const float MIN_SPHERE_ANGLE = 0.5f * RADIANS_PER_DEGREE; const float MIN_SPHERE_SIZE = 0.01f; const float SPHERE_LOUDNESS_SCALING = 0.0005f; const float SPHERE_COLOR[] = { 0.5f, 0.8f, 0.8f };