diff --git a/src/p_buildmap.cpp b/src/p_buildmap.cpp index a93ba6465..defaf6970 100644 --- a/src/p_buildmap.cpp +++ b/src/p_buildmap.cpp @@ -708,7 +708,7 @@ static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites, if (xsprites != NULL && sprites[i].lotag == 710) { // Blood ambient sound mapthings[count].args[0] = xsprites[i].Data3; - // I am totally guessing abount the volume level. 50 seems to be a pretty + // I am totally guessing about the volume level. 50 seems to be a pretty // typical value for Blood's standard maps, so I assume it's 100-based. mapthings[count].args[1] = xsprites[i].Data4; mapthings[count].args[2] = xsprites[i].Data1; diff --git a/src/s_advsound.cpp b/src/s_advsound.cpp index c2d567f29..67fc544dc 100644 --- a/src/s_advsound.cpp +++ b/src/s_advsound.cpp @@ -2231,7 +2231,7 @@ void AAmbientSound::BeginPlay () // // AmbientSound :: Activate // -// Starts playing a sound (or does nothing of the sound is already playing). +// Starts playing a sound (or does nothing if the sound is already playing). // //==========================================================================