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s_doppler
should default to 0
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The doppler effect is a game play change. And it's rather badly implemented. Discussed in yquake2/xatrix#51. Closes yquake2/xatrix#51.
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2 changed files with 3 additions and 3 deletions
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@ -130,8 +130,8 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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0. Setting this cvar to `1` disables this behavior, the music keeps
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0. Setting this cvar to `1` disables this behavior, the music keeps
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playing.
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playing.
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* **s_doppler**: If set to `1` (the default) doppler effects are
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* **s_doppler**: If set to `1` doppler effects are enabled. This is only
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enabled. This is only supported by the OpenAL sound backend.
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supported by the OpenAL sound backend.
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* **s_openal**: Use OpenAL for sound playback. This is enabled by
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* **s_openal**: Use OpenAL for sound playback. This is enabled by
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default. OpenAL gives a huge quality boost over the classic sound
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default. OpenAL gives a huge quality boost over the classic sound
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@ -1053,7 +1053,7 @@ S_Init(void)
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s_ambient = Cvar_Get("s_ambient", "1", 0);
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s_ambient = Cvar_Get("s_ambient", "1", 0);
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s_underwater = Cvar_Get("s_underwater", "1", CVAR_ARCHIVE);
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s_underwater = Cvar_Get("s_underwater", "1", CVAR_ARCHIVE);
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s_underwater_gain_hf = Cvar_Get("s_underwater_gain_hf", "0.25", CVAR_ARCHIVE);
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s_underwater_gain_hf = Cvar_Get("s_underwater_gain_hf", "0.25", CVAR_ARCHIVE);
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s_doppler = Cvar_Get("s_doppler", "1", CVAR_ARCHIVE);
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s_doppler = Cvar_Get("s_doppler", "0", CVAR_ARCHIVE);
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Cmd_AddCommand("play", S_Play);
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Cmd_AddCommand("play", S_Play);
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Cmd_AddCommand("stopsound", S_StopAllSounds);
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Cmd_AddCommand("stopsound", S_StopAllSounds);
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