From 0a4988964ea439b249f995a6fdc60fb19d108ff3 Mon Sep 17 00:00:00 2001 From: divverent Date: Tue, 4 Oct 2011 07:35:39 +0000 Subject: [PATCH] by default, skip start of the sound, don't delay (to match Quake) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11390 d7cf8633-e32d-0410-b094-e92efae38249 --- snd_main.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/snd_main.c b/snd_main.c index f232e165..8f0ffede 100644 --- a/snd_main.c +++ b/snd_main.c @@ -242,7 +242,7 @@ static cvar_t snd_startloopingsounds = {0, "snd_startloopingsounds", "1", "wheth static cvar_t snd_startnonloopingsounds = {0, "snd_startnonloopingsounds", "1", "whether to start sounds that would not loop (you want this to be 1); existing sounds are not affected"}; // randomization -static cvar_t snd_identicalsoundrandomization_time = {0, "snd_identicalsoundrandomization_time", "-0.1", "how much seconds to randomly skip (positive) or delay (negative) sounds when multiple identical sounds are started on the same frame"}; +static cvar_t snd_identicalsoundrandomization_time = {0, "snd_identicalsoundrandomization_time", "0.1", "how much seconds to randomly skip (positive) or delay (negative) sounds when multiple identical sounds are started on the same frame"}; static cvar_t snd_identicalsoundrandomization_tics = {0, "snd_identicalsoundrandomization_tics", "0", "if nonzero, how many tics to limit sound randomization as defined by snd_identicalsoundrandomization_time"}; // Ambient sounds -- 2.39.2