An attenuation of 0 will play full volume everywhere in the level.
Larger attenuations will drop off.
+void(entity e, float chan, string samp, float volume[, float atten[, float pitchchange[, float flags]]]) sound (QUAKE)
=================
*/
static void VM_SV_sound(prvm_prog_t *prog)
NULL, // #5 void(entity e, vector min, vector max) setabssize (QUAKE)
VM_break, // #6 void() break (QUAKE)
VM_random, // #7 float() random (QUAKE)
-VM_SV_sound, // #8 void(entity e, float chan, string samp) sound (QUAKE)
+VM_SV_sound, // #8 void(entity e, float chan, string samp, float volume[, float atten[, float pitchchange[, float flags]]]) sound (QUAKE)
VM_normalize, // #9 vector(vector v) normalize (QUAKE)
VM_error, // #10 void(string e) error (QUAKE)
VM_objerror, // #11 void(string e) objerror (QUAKE)