<P>					stepSound = Sound'StoneStep2';
<P>				else if (rnd %LT% 0.75)
<P>					stepSound = Sound'StoneStep3';
<P>				else
<P>					stepSound = Sound'StoneStep4';
<P>				break;
<P>		}
<P>	}
<P>
<P>	// compute sound volume, range and pitch, based on mass and speed
<P>	if (IsInState('PlayerSwimming') || (Physics == PHYS_Swimming))
<P>		speedFactor = WaterSpeed/180.0;
<P>	else
<P>		speedFactor = VSize(Velocity)/180.0;
<P>
<P>	massFactor  = Mass/150.0;
<P>	radius      = 375.0;
<P>	volume      = (speedFactor+0.2) * massFactor;
<P>	range       = radius * volume;
<P>	pitch       = (volume+0.5);
<P>	volume      = FClamp(volume, 0, 1.0) * 0.5;		// Hack to compensate for increased footstep volume.
<P>	range       = FClamp(range, 0.01, radius*4);
<P>	pitch       = FClamp(pitch, 1.0, 1.5);
