for (ambient_channel = 0 ; ambient_channel < NUM_AMBIENTS;ambient_channel++)
channels[ambient_channel].sfx = NULL;
- if (!snd_ambient || !cl.worldmodel || ambient_level.value <= 0)
- return;
-
- l = cl.worldmodel->PointInLeaf(cl.worldmodel, listener_origin);
- if (!l)
+ if (!snd_ambient || ambient_level.value <= 0 || !cl.worldmodel || !cl.worldmodel->brushq1.PointInLeaf || (l = cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, listener_origin)) == NULL)
return;
// calc ambient sound levels
if (ambient_sfx[ambient_channel] && ambient_sfx[ambient_channel]->silentlymissing)
continue;
chan = &channels[ambient_channel];
+ chan->forceloop = true;
chan->sfx = ambient_sfx[ambient_channel];
vol = ambient_level.value * l->ambient_sound_level[ambient_channel];