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The comment on `trap_S_StartLocalSound` https://github.com/ioquake/ioq3/blob/07b9c1bd83f7d81f3215fddba5fff2edec570912/code/cgame/cg_local.h#L1561-L1562 says: > // a local sound is always played full volume but this only holds if the listener entity number never changes, so let's fix it. I discovered this issue while working on my [KillCam mod](https://github.com/WofWca/quake3-killcam-mod), where we switch the camera between entities quite often.
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The comment on
trap_S_StartLocalSoundhttps://github.com/ioquake/ioq3/blob/07b9c1bd83f7d81f3215fddba5fff2edec570912/code/cgame/cg_local.h#L1561-L1562
says:
but this only holds if the listener entity number never changes,
so let's fix it.
I discovered this issue while working on my
KillCam mod,
where we switch the camera between entities quite often.