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原版眩晕时间很长 很烦怎么办 教程如下
x:\战地2\BF2\mods\你mod Settings下的 Sound.con 替换我的
rem ** Custom **
sound.masterVolume 1.0
rem ** Balance between 2d and 3d samples.
sound.setProperty "balance2d3d-default" 0.5
sound.setProperty "balance2d3d-eax" 0.5
rem ** Reverb and obstruction
vars.set sound-maxreverb 1
vars.set sound-reverb-steepness 0.55
vars.set sound-raylength 17
rem ** Obstruction when angle between listener, source and obstructing object
rem ** is 0 degrees
vars.set sound-obstruction-max 1.0
rem ** Size of listener's obstruction sphere
vars.set sound-listener-radius 0.15
rem ** Size of obstructing object (inserted at obstruction point)
vars.set sound-obstruction-radius 5
rem ** Ambient sound properties
sound.setProperty ambient-fade-time 1.3
sound.setProperty ambient-forced-fade-time 0.7
sound.setProperty ambient-indoor-obstruction 0
sound.setProperty ambient-indoor-obstruction-speed 0.08
rem ** Air absorption.
sound.setProperty airabsorption-eax-mindistance 40
sound.setProperty airabsorption-eax-maxdistance 320
rem ** Setup tinnitus. First file is the "tinnitus" sample, the second
rem ** file is the man down sample.
sound.tinnitusSetup "Common/Sound/tinnitus.wav,Common/Sound/man_down_state.wav" 1 1 1 1
rem ** Wind sound
ObjectTemplate.create Sound S_Wind
ObjectTemplate.lowSamples 0
ObjectTemplate.soundFilename "Objects/Soldiers/Common/Sound/soldier_wind_loop.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 1
ObjectTemplate.reverbLevel 0
ObjectTemplate.volumeEnvelope 0/1/0/1/0/2/0.15/0/0/1/1/0/
sound.windSetup S_Wind 30.0
rem ** amount of occlusion when underwater
vars.set sound-underwater-occlusion 0.9
rem ** Factor of explosion radius that triggers the tinnitus effect
vars.set sound-tinnitus-range 1.8
rem ** Early sample prioritization
sound.setProperty prio-k-frontback 0
sound.setProperty prio-k-rightleft 0
sound.setProperty prio-k-age 0.5
sound.setProperty prio-age-only-distance 5
sound.setProperty prio-k-distance 1.0
rem ** Distance delay
rem ** Shortest distance from listener where distance delay will be applied
sound.setProperty distance-delay-threshold 5
rem ** Delay multiplier (1 means 1/300 s/m)
sound.setProperty distance-delay-factor 1
rem ** The linear gain where playing sounds get a negative bias in the
rem ** priority. They may also be muted.
sound.setProperty max-distance-cutoff 0.015
rem ** Doppler effect. Realistic doppler effect factor is 1
sound.dopplerEffect 1
rem ** Number of MB we require from the OpenAL provider. Some native drivers
rem ** can't always give us that (Creative).
sound.setProperty required-buffer-size 90
rem *** swimming speed
Vars.Set phy-soldier-swim-speed 1.2
Vars.Set phy-soldier-swimcrawl-speed 1.3
即可解决
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