Documentation - Variables - Sound
Volume, music, footsteps, and how sounds carry, echo and give way to the announcer.
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
soundmastervol |
sets master sound volume (0=mute) | value |
soundeffectvol |
sets effect sound volume (0=mute) | value |
soundmusicmenuvol |
sets the music volume on the main menu (0=mute) | value |
soundmusicprogressvol |
sets the music volume on loading screens (0=mute) | value |
soundmusicintermissionvol |
sets the music volume during intermission (0=mute) | value |
soundmusicgamevol |
sets the music volume in game (0=mute) | value |
soundmusiceditvol |
sets the music volume in edit mode (0=mute) | value |
sounddevice |
sets the name of the sound device to be used | value |
soundlimiter |
keeps a loud mix from clipping by briefly turning it down | value |
footstepsounds |
determines which players’ sounds are played, bitwise OR; 1: own footsteps 2: all other players’ footsteps |
value |
footstepsoundmin |
speed at which lower velocities take on the footstepsoundmingain value (scales linearly to footstepsoundmaxgain above this) |
value |
footstepsoundmax |
speed at which higher velocities are capped at the footstepsoundmaxgain (scales linearly down below this) |
value |
footstepsoundlevel |
scale of footstep sounds | value |
footstepsoundfocus |
scale of the player’s own footstep sounds | value |
footstepsoundlight |
scale of footstep sounds while moving quietly (e.g. crouching) | value |
footstepsoundmaxgain |
gain of footsteps while at or above footstepsoundmax speed |
- |
footstepsoundmingain |
gain of footsteps while at or below footstepsoundmin speed |
- |
musictheme |
sets the music to play while not in a game | file |
musicintermission |
sets the music to play during intermission | file |
musictype |
0 = no in-game music, 1 = map music (or random if none), 2 = always random, 3 = map music (silence if none), 4-5 = same as 1-2 but pick new tracks when done | value |
musicedit |
0 = no editing music, 1 = map music (or random if none), 2 = always random, 3 = map music (silence if none), 4-5 = same as 1-2 but pick new tracks when done | value |
soundmapfloor |
sets how quiet a map sound’s distance falloff gets before it has faded to nothing, as a fraction of its full volume; music that yields to it is back to full there and a streamed one stops being read (0 = map sounds carry on forever) | value |
soundmaxstreams |
sets how many streamed map sounds are read at once, the loudest first; any more are silent until there’s room | value |
musicyield |
sets how far the music in a match gives way to map sounds that ask for it, such as a song playing from a place in the map (0 = never, 1 = down to silence at that sound’s full volume) | value |
musicyieldspeed |
sets how quickly the music gives way to a map sound and returns, per millisecond | value |
soundeffectevent |
scales the volume of game sounds such as weapons, players and announcements, on top of soundeffectvol (0 = silent) | value |
soundeffectenv |
scales the volume of the map’s own sounds, on top of soundeffectvol (0 = silent) | value |
soundmusicfadein |
time music in a match takes to fade in | milliseconds |
soundmusicfadeinfast |
time the menu, loading and intermission music takes to fade in | milliseconds |
soundmusicfadeout |
time music in a match takes to fade out | milliseconds |
soundmusicfadeoutfast |
time music takes to fade out for the menu, loading or intermission music | milliseconds |
soundduckfactor |
how loud other sounds stay while the announcer speaks, as a fraction of their volume (1 = not turned down) | value |
musicduckfactor |
how loud the music stays while the announcer speaks, as a fraction of its volume (1 = not turned down) | value |
soundduckattack |
how quickly sounds are turned down when the announcer starts speaking, per millisecond | value |
soundduckrelease |
how quickly sounds come back up after the announcer stops speaking, per millisecond | value |
sounddistfilter |
how much distant sounds are muffled, the more the further away they are (0 = never) | value |
soundoccluded |
how loud a sound blocked by the world stays, as a fraction of its volume (1 = not quieter) | value |
soundoccludedhf |
how much of its high end a sound blocked by the world keeps, as a fraction (1 = not muffled) | value |
sounddoppler |
strength of the Doppler effect, the change in pitch of sounds moving towards or away from you (0 = off) | value |
soundspeed |
speed of sound used for the Doppler effect (343.3 is its speed in air, in metres per second) | value |
soundrefdist |
distance within which sounds play at their full volume, from the next start | value |
soundrolloff |
distance over which sounds fade, from the next start; sounds that carry further fade more slowly | value |
soundmaxsources |
the most sounds that can play at once, from the next start | value |
soundefxgain |
scales how strongly the reverb and echo of sound environments are heard (0 = off) | value |
maxsoundefxslots |
the most sound environments, with their reverb and echo, that can be heard at once | value |
soundpreviewlength |
how long a sound previewed in a menu plays for | milliseconds |
mumble |
tells Mumble where you are and which way you face, so its positional audio places other players’ voices | boolean |
music |
plays a music file, from the music directories, looping it if loop is 1 | file [loop] |
fademusic |
fades the music, with the fast fade times if fast is 1; -2 = fade out, -1 = fade out unless already fading out, 1 = fade in unless already fading in, 2 = fade in, 0 = stop fading |
direction [fast] |
previewsound |
plays a sound file once at the camera, as menus do to preview a sound | file [gain] |
resetsound |
restarts the sound system, needed for changes to sounddevice and the other settings read at the start | - |