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ezQuake

Sound

MP3 Settings

mp3_player
Description:
Selects the MP3 player that will be controlled within EzQuake.
Type:
string
Remarks:
Windows - winamp supported
Linux - audacious, xmms2, xmms, mpd supported
Mac - None
ValueDescription
audacious
mpd
winamp
xmms
xmms2
mp3_scrolltitle
Description:
Toggles scrolling of the song info in mp3 player control window.
Type:
boolean
ValueDescription
falseDo not scroll song info text.
trueEnable song info scrolling.
mp3_showtime
Description:
Toggles displaying song time information in mp3 player control window.
Type:
enum
ValueDescription
0Do not display song time information.
1Display song time and total time of currently played song.
2Display remaining time only.
mp3_winamp_dir
Description:
Tells your client the path where it should look for your external music player.
Type:
string

Sound Settings

bgmvolume
Description:
This variable sets the volume of the CD music.
Type:
float
cl_staticSounds
Type:
boolean
ValueDescription
falseDisable static sounds.
trueEnable static sounds.
s_ambientfade
Description:
How fast the volume of ambient sounds changes as you move around the map.
Type:
float
s_ambientlevel
Description:
Volume level of ambient sounds (produced by liquid and sky brushes).
Type:
float
s_audiodevice
Description:
Audio device to use.
Type:
integer
s_desiredsamples
Description:
Indicates how large the audio buffer should be, in samples. If 0, ezQuake will choose a sensible default, based on value of s_khz
Type:
integer
Remarks:
This is a suggestion only, the driver is free to choose a different value. Smaller buffer sizes generally result in lower latency, but higher CPU usage.
s_khz
Description:
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" (linux only) 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.
Type:
enum
Remarks:
Also you can change it 'on fly' - just do s_restart after you change s_khz
ValueDescription
1111khz sound (default)
2222khz sound
4444khz sound
4848khz sound
s_linearresample
Description:
Controls whether or not to resample sounds as they are loaded
Type:
enum
ValueDescription
0Do not perform resampling
1Upscale sounds as they are loaded
2Upscale & downscale sounds as they loaded, as appropriate
s_loadas8bit
Type:
boolean
Remarks:
This will give a little performance boost when playing the game at the cost of
quality for the sound samples.)
ValueDescription
falseOff.
trueOn (The sound samples will be loaded in 8-bit mode thus making them a little smaller.
s_mixahead
Description:
Only affects OSS and legacy ALSA:

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.
Type:
float
s_mm1_file
Description:
You can specify notification sound for messagemode1 (/messagemode or /say foo) messages.
Type:
string
s_mm1_volume
Description:
You can specify volume of notification sound for messagemode1 (/messagemode or /say foo) messages.
Type:
float
s_mm2_file
Description:
You can specify notification sound for messagemode2 (/messagemode2 or /say_team foo) messages.
Type:
string
s_mm2_volume
Description:
You can specify volume of notification sound for messagemode2 (/messagemode2 or /say_team foo) messages.
Type:
float
s_noextraupdate
Type:
boolean
ValueDescription
falseMakes Quake update its sound buffers more often to avoid choppy sound when your fps is really low (20 or worse)
trueDon't use extra sound updates. Gives a slight fps boost, but may lead to choppy sound on low-end machines
s_nosound
Type:
boolean
ValueDescription
falseEnable the playback of sounds.
trueDisable 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.
s_otherchat_file
Description:
You can specify notification sound for other messages (than messagemode, messagemode2 and from spectators).
Type:
string
s_otherchat_volume
Description:
You can specify volume of notification sound for other messages (than messagemode, messagemode2 and from spectators).
Type:
float
s_precache
Type:
boolean
ValueDescription
falseDisable automatic sound caching.
trueEnable automatic sound caching.
s_raw_volume
Description:
Controls volume of voice (voip) playback.
Type:
float
Remarks:
See cl_voip_play.
s_show
Description:
Toggles displaying how many and/or which sound files are currently being played.
Type:
enum
ValueDescription
0Do not show anything.
1Print the number of sounds playing.
2Print the volume in left/right speakers, name of sound file playing, and number of sounds playing.
s_spec_file
Description:
You can specify notification sound for spectator messages.
Type:
string
s_spec_volume
Description:
You can specify volume of notification sound for spectator messages.
Type:
float
s_swapstereo
Type:
boolean
ValueDescription
falseOff
trueWill swap left and right sound channels.
volume
Description:
Sets sound volume.
Type:
float
Remarks:
Even higher values than 1 are possible, but sound usually gets faithless with them.