From eeb6e78d509e893ca0a08cf94f7e624b669d4822 Mon Sep 17 00:00:00 2001 From: driAn Date: Sat, 11 Oct 2008 20:24:17 +0000 Subject: [PATCH] docs: explain ambient and non-ambient sounds in /newent sound git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2957 e016b1c5-ed68-44aa-a2f7-31cac88cffde --- docs/reference.xml | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/docs/reference.xml b/docs/reference.xml index 39f4adf1..2fa05b70 100644 --- a/docs/reference.xml +++ b/docs/reference.xml @@ -1354,6 +1354,10 @@ the volume is maximal within the specified size, and only starts tapering once outside this distance. Radius is always defined as distance from the entity's location, so a size greater than or equal to the radius will just make a sound that is always max volume within the radius, and off outside. + + A sound entity can be either ambient or non-ambient. Ambient sounds have no specific direction, they are 'just there'. Non-ambient sounds however appear to come from a specific direction (stereo panning). + If S is set to 0, the sound is a single point and will therefore be non-ambient. However if S is greater than 0, the sound will be ambient as it covers a specified area instead of being a single point. +