This variable sets the volume of the CD music.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 1
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 1
value | description |
1 | Enable static sounds. |
0 | Disable static sounds. |
How fast the volume of ambient sounds changes as you move around the map.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 100
Variable is float.
Volume level of ambient sounds (produced by liquid and sky brushes).
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0.3
Variable is float.
This defines how many sampling bits should be used, when using 16 bits the interpolation quality will be better.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 16
value | description |
8 | 8 bit sound |
16 | 16 bit sound |
Linux only. Use s_restart after you change it.
Allows you to choose from multiple sound devices.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: default
Variable is string.
device name
Linux only. Use s_restart after you change it. For OSS you should use "/dev/dsp", "/dev/dsp0", "/dev/dsp1", etc For ALSA use "default", "dmix", etc
This variable has been deleted
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default:
Variable is float.
The client includes "sound interpolation" which allows it to play sounds at higher frequencies, than the default 11025 Hz with perfect quality. In addition to "s_khz" also "s_bits" will have an influence on interpolation quality. This variable allows you to choose the frequency you want to interpolate the sounds to. You will quickly discover, that the shaft sound is different at increased sampling rate. That's because shaft sounds were recorded at 22050 kHz, so probably that's how they should sound from the beginning. If you don't like it, you can always convert them to 11025.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 11
value | description |
11 | 11khz sound (default) |
22 | 22khz sound |
44 | 44khz sound |
48 | 48khz sound (Linux only) |
It must be set from the commandline (ex: ezquake +set s_khz 44) Also you can change it 'on fly' - just do s_restart after you change s_khz
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
value | description |
1 | On (The sound samples will be loaded in 8-bit mode thus making them a little smaller. |
0 | Off. |
This will give a little performance boost when playing the game at the cost of quality for the sound samples.)
This variable defines the delay time for sounds. How low you can set your sound mixahead depends on your FPS, when you set it too low, your sound will start crackling. Generally, with 72 FPS you should be able to use a delay of 0.06 seconds, if you use the command-line switch "-primarysound", you may be able to go even lower, but results may vary on this.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0.1
Variable is float.
Determinates sound output for linux clients: ALSA (0=default) or OSS.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
value | description |
0 | Use ALSA sound output |
1 | Use OSS sound output |
If you dont know what is ALSA and OSS - leave it at default value.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
value | description |
1 | Don't use extra sound updates. Gives a slight fps boost, but may lead to choppy sound on low-end machines |
0 | Makes Quake update its sound buffers more often to avoid choppy sound when your fps is really low (20 or worse) |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
value | description |
1 | Disable the playback of sounds. Note that it effectively just resets sound volume to zero, but the sound engine still runs. If you want disable sound in order to get more fps, use the -nosound command line option instead. |
0 | Enable the playback of sounds. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 1
value | description |
1 | Enable automatic sound caching. |
0 | Disable automatic sound caching. |
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
value | description |
1 | Enable that the number of currently playing sound files is displayed. |
0 | Disable that the number of currently playing sound files is displayed. |
Use stereo or mono sound
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 1
value | description |
1 | stereo |
0 | mono |
Linux only. Use s_restart after you change it.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0
value | description |
1 | Will swap left and right sound channels. |
0 | Off |
This variable has been renamed to s_volume
Sets sound volume.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X
Default: 0.7
Variable is float.
Use values from 0 to 1.
Even higher values than 1 are possible, but sound usually gets faithless with them.
Last update: 09.11.2005 02:15 PST, made by JohnNy_cz | ezQDocs