From 727e2d3e5f3b47657bd654e6d55abe72441bfc59 Mon Sep 17 00:00:00 2001 From: havoc Date: Fri, 19 Nov 2010 10:36:06 +0000 Subject: [PATCH] match sound radius in Quake 1.01, where it was effectively 1200 git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10609 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=ce83d5242178e506cfac7c267677cce203e07d87 --- snd_main.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/snd_main.c b/snd_main.c index 7ede0470..1a59c3b7 100644 --- a/snd_main.c +++ b/snd_main.c @@ -164,7 +164,7 @@ cvar_t mastervolume = {CVAR_SAVE, "mastervolume", "0.7", "master volume"}; 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 = {CVAR_SAVE, "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 = {CVAR_SAVE, "snd_soundradius", "1200", "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_spatialization_min_radius = {CVAR_SAVE, "snd_spatialization_min_radius", "10000", "use minimum spatialization above to this radius"}; cvar_t snd_spatialization_max_radius = {CVAR_SAVE, "snd_spatialization_max_radius", "100", "use maximum spatialization below this radius"}; cvar_t snd_spatialization_min = {CVAR_SAVE, "snd_spatialization_min", "0.70", "minimum spatializazion of sounds"}; -- 2.39.2