View Full Version : Sound tweaks
brutt01d
04-28-2008, 12:23 AM
Can anybody explain what these commands mean and what are the better values for them (or available range at least)?
seta s_decompressionLimit "6"
seta s_maxLowPrioritySounds "8"
seta s_useAdpcmCompression "1"
seta s_globalFraction "0.8"
seta s_subFraction "0.75"
seta s_playDefaultSound "1"
seta s_volume_VoIPScale "0.5" -> ????
seta s_volume_dB "0" -> why is it 0 ?
seta s_meterTopTime "2000"
seta s_esa1_maxWindow "0.4"
seta s_esa1_minVolume "0.15"
seta s_earSeperationAlgo "0"
seta s_reverse "0"
seta s_spatializationDecay "2"
seta s_volume_VoIPOut_dB "0" -> same shit, why's that null?
seta s_volume_VoIPIn_dB "0"
and what parameter takes care of sound fade while VOIPing?
ok first the easy ones:
seta s_volume_VoIPScale "0.5"
seta s_volume_VoIPOut_dB "0"
seta s_volume_VoIPIn_dB "0"
these are your volume controls for VoIP. VoIPIn and VoIPOut are the volumes of your inbound (received from others) and outbound (your own voice) VoIP sounds. These volume controls are in dB. When stored as data, the loudest possible sound sample is labelled as 0dB and then quieter samples as negative numbers, the quietest being dependent on the bit-depth. So in this case 0dB will play the sounds as they were recorded (which should be more-or-less normalised) and you can use negative values to make the sounds quieter. I wouldn't use positive values or you could experience clipping.
the VoIPScale is the fraction by which your in-game sounds are scaled while using VOIP (eg. to make them quieter while speaking).
seta s_volume_dB "0"
seta s_globalFraction "0.8"
seta s_subFraction "0.75"
these are also volume controls, the first is the overall volume of all the game sounds (again in dB).
the second two control the volume of different types of speaker channel (global = all speakers, sub = subwoofer). they are the fraction of total volume (ie. not in dB).
seta s_earSeperationAlgo "0"
seta s_esa1_maxWindow "0.4"
seta s_esa1_minVolume "0.15"
these are for the new sound algorithm implemented in 1.4, that was borrowed from Quake 4. the first cvar selects between default system (0) and the new algorithm (1). the second two control the parameters for it.
maxWindow is the fraction of full range distance around you in which an emitted sound will be played at full volume.
minVolume is the lowest volume any sound will ever be played at (expressed as the fraction of full volume)
The others aren't really important. reverse is swap left/right channels. playDefaultSound plays a beep if a required sound is missing. meterTopTime controls the peak falloff of the level meter, s_showLevelMeter. i'd leave the compression settings alone, the maxLowPrioritySounds does what it says on the tin, and i'm not sure what exactly s_spatializationDecay does, but spatialization is to do with presenting sounds in a way that represents their position and movement in space relative to the observer.
brutt01d
04-29-2008, 01:28 AM
Wow! You are a strafing encyclopedia! :)
Thanks a lot! Didn't even hope to get such a complete explanation ;)
ok first the easy ones:
seta s_volume_VoIPScale "0.5"
seta s_volume_VoIPOut_dB "0"
seta s_volume_VoIPIn_dB "0"
these are your volume controls for VoIP. VoIPIn and VoIPOut are the volumes of your inbound (received from others) and outbound (your own voice) VoIP sounds. These volume controls are in dB. When stored as data, the loudest possible sound sample is labelled as 0dB and then quieter samples as negative numbers, the quietest being dependent on the bit-depth. So in this case 0dB will play the sounds as they were recorded (which should be more-or-less normalised) and you can use negative values to make the sounds quieter. I wouldn't use positive values or you could experience clipping.
the VoIPScale is the fraction by which your in-game sounds are scaled while using VOIP (eg. to make them quieter while speaking).
Nice, really helpful! For some reason the sounds of VOIP-in from other players (strangely especially on us servers) is always too silent compared to all other sounds, even with the fade almost completely cutting them off. The VOIP-out is however too loud, so some people even complained (probly due to mic booster). So I will reconfigure these parameters and make VOIP_in a positive value. And as for sounds fade, the best results I get when I shift the lever in options towards a quarter to the left. I guess I should set it smth like to 0.2
seta s_earSeperationAlgo "0"
seta s_esa1_maxWindow "0.4"
seta s_esa1_minVolume "0.15"
these are for the new sound algorithm implemented in 1.4, that was borrowed from Quake 4. the first cvar selects between default system (0) and the new algorithm (1). the second two control the parameters for it.
maxWindow is the fraction of full range distance around you in which an emitted sound will be played at full volume.
minVolume is the lowest volume any sound will ever be played at (expressed as the fraction of full volume)
So it means that it's set up wrongly for me? Since the new algorith is "1", I might need set algo to 1. And I guess I shouldn't mess with esa1 then. Are esa1 working at all if algo is set to "0"?
The others aren't really important. reverse is swap left/right channels. playDefaultSound plays a beep if a required sound is missing. meterTopTime controls the peak falloff of the level meter, s_showLevelMeter. i'd leave the compression settings alone, the maxLowPrioritySounds does what it says on the tin, and i'm not sure what exactly s_spatializationDecay does, but spatialization is to do with presenting sounds in a way that represents their position and movement in space relative to the observer.
Yeah, I guess I shouldn't mess with them. No need for them in autoexec.
Great thanks m8! :dance:
So it means that it's set up wrongly for me? Since the new algorith is "1", I might need set algo to 1. And I guess I shouldn't mess with esa1 then. Are esa1 working at all if algo is set to "0"?
it's still 0 by default. you have to change it manually if you want to use the new algorithm (i do i think it's much better). the esa1 settings are for the new algorithm only.
brutt01d
04-29-2008, 12:58 PM
Thanksman! :D
nick_ss
04-30-2008, 01:25 AM
My goodness, I didn't even know those sound commands exists, I need to give them a try now.
Keny.U.Bastard
05-11-2008, 07:03 PM
i just found out about this thread, i still don t understand why seta s_earSeperationAlgo is set to "0" by default.....I mean i tried set it to 1 to enable the new algorithm and i like it it seems that all voice overs and vsays are quieter which is good but is this algorithm better to tell is an enemy is in front or behind you just by the sound of his steps or gun?
Btw i did a search on the forum to find out if i could level up the sound of the "beep" you know the sound when you hit someone, and i ended up here does anyone know if that is possible? Thanks
brutt01d
05-17-2008, 10:17 AM
The results for algo 1 were terrible for me. Cracked sounds and so on. I turned it off.
Dirka_Dirka
05-17-2008, 01:23 PM
Btw i did a search on the forum to find out if i could level up the sound of the "beep" you know the sound when you hit someone, and i ended up here does anyone know if that is possible? Thanks
there isnt a seperate volume control for hitbeeps