From: havoc Date: Thu, 15 Mar 2007 10:32:11 +0000 (+0000) Subject: changed default snd_soundradius from 1000 to 2000, matching proquake (which attempts... X-Git-Tag: xonotic-v0.1.0preview~3440 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=c312c059ebe2e1b98c2d3fd421d73f2d4757addd;p=xonotic%2Fdarkplaces.git changed default snd_soundradius from 1000 to 2000, matching proquake (which attempts to match dos quake), this means you can fire a rocket across the outdoor pent area in dm3 and hear the explosion git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6976 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/snd_main.c b/snd_main.c index 2c32953a..de354563 100644 --- a/snd_main.c +++ b/snd_main.c @@ -167,7 +167,7 @@ cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (su cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"}; cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"}; cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"}; -cvar_t snd_soundradius = {0, "snd_soundradius", "1000", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"}; +cvar_t snd_soundradius = {0, "snd_soundradius", "2000", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"}; // Cvars declared in snd_main.h (shared with other snd_*.c files) cvar_t _snd_mixahead = {CVAR_SAVE, "_snd_mixahead", "0.1", "how much sound to mix ahead of time"};