Re: [ioquake3] Sound Problem in Quake III Team Arena (OS X)

2013-01-06 Thread Andrew Prosnik
Did you come into IRC and find that the solution was to disable OpenAL? - Original Message - From: "Richard L Zarth III" To: ioquake3@lists.ioquake.org Sent: Saturday, 5 January, 2013 10:03:33 PM Subject: [ioquake3] Sound Problem in Quake III Team Arena (OS X) I have recently installe

Re: [ioquake3] Sound Problem in Quake III Team Arena (OS X)

2013-01-06 Thread Richard L Zarth III
Yep. The problem has been fixed. Thanks a bunch! Richard L Zarth III On Jan 6, 2013, at 2:25 PM, Andrew Prosnik wrote: > Did you come into IRC and find that the solution was to disable OpenAL? > > > - Original Message - > From: "Richard L Zarth III" > To: ioquake3@lists.ioquake.org >

Re: [ioquake3] Sound Problem in Quake III Team Arena (OS X)

2013-01-06 Thread Richard L Zarth III
For future reference, I was able to use "s_useOpenAL 0" and restart the sound with "snd_restart". At first it only slightly fixed the problem; I had to do the same in Quake III Arena and Team Arena for the problem to fully go away. The setting also has to be done with every mod. Richard L Zart

Re: [ioquake3] Sound Problem in Quake III Team Arena (OS X)

2013-01-06 Thread Evan Goers
What is the technical reason for this problem? On Jan 6, 2013 3:07 PM, "Richard L Zarth III" wrote: > For future reference, I was able to use "s_useOpenAL 0" and restart the > sound with "snd_restart". At first it only slightly fixed the problem; I > had to do the same in Quake III Arena and Team

Re: [ioquake3] Sound Problem in Quake III Team Arena (OS X)

2013-01-06 Thread Richard L Zarth III
>From what I understand, the OpenAL driver wasn't giving enough buffers for the various sounds. There was probably a different way to fix the problem, but since disabling OpenAL in ioquake3 doesn't affect the sound quality it was an easier fix. Without OpenAL enabled, ioquake3 cannot be ran in su