suppress debug in ScriptEngine, fix spatialization from FS head changes

This commit is contained in:
Stephen Birarda 2014-03-26 17:19:23 -07:00
parent 676bcbe2cf
commit 7eab276122
3 changed files with 1 additions and 5 deletions

View file

@ -500,7 +500,7 @@ void Audio::handleAudioInput() {
if (audioMixer && audioMixer->getActiveSocket()) {
MyAvatar* interfaceAvatar = Application::getInstance()->getAvatar();
glm::vec3 headPosition = interfaceAvatar->getHead()->getPosition();
glm::quat headOrientation = interfaceAvatar->getHead()->getOrientation();
glm::quat headOrientation = interfaceAvatar->getHead()->getTweakedOrientation();
// we need the amount of bytes in the buffer + 1 for type
// + 12 for 3 floats for position + float for bearing + 1 attenuation byte

View file

@ -55,9 +55,6 @@ void Head::reset() {
_faceModel.reset();
}
void Head::simulate(float deltaTime, bool isMine, bool billboard) {
// Update audio trailing average for rendering facial animations

View file

@ -463,7 +463,6 @@ void ScriptEngine::timerFired() {
if (!callingTimer->isActive()) {
// this timer is done, we can kill it
qDebug() << "Deleting a single shot timer";
delete callingTimer;
}
}