nuclide/valve/data.pk3dir/sound/fx_valve.sndshd
Marco Hladik 74192c2f78 Implement basic EV_SHAKE event & adding 'shakes' key multiplier to sound
shaders. Client-side sound shaders will get proper shake duration matching
the sound sample length too. Fancy stuff you can try.
2020-12-12 06:24:48 +01:00

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Text

fx.explosion
{
sample weapons/explode3.wav
sample weapons/explode4.wav
sample weapons/explode5.wav
shakes 1.5
}