// If it's a static sound
if (isstatic)
{
- if (sfx->loopstart >= sfx->total_length)
+ if (sfx->loopstart >= sfx->total_length && (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEWORLD))
Con_DPrintf("Quake compatibility warning: Static sound \"%s\" is not looped\n", sfx->name);
target_chan->dist_mult = attenuation / (64.0f * snd_soundradius.value);
}