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 -