// Sound volume. // Default: 1 volume "0.72" // Select Headphone EQ Preset. // Default: 0 // // >> Changes overall sound coloration. Can help offset sound coloration // caused by various hardware and software combinations. // // <> >> Values: // 0: Natural; // No additional coloration. // // 1: Crisp; // Enhances mid and high frequency bands. Can help with sound localization // and reduce muffling. May sound harsh in certain situations. // // 2: Smooth; // Reduces mid to high frequencies. Can help reduce harshness, volume // spikes, and ear fatigue during long play sessions. Ideal for studio // grade headphones and players that listen at louder volumes. snd_headphone_eq "0" // L/R isolation. // Default: 0 // // <> >> Values: // 0: Physically Accurate; // Physically modeled sound panning behavior most // accurately reflecting the emitter position. // /\ // || // \/ // // 1: Isolated L/R; // Sound emitters that are directly to the side of the player will be hard panned with // minimal blending into the opposite L/R channel. This provides a strong sense of // left vs. right but can be positionally misleading at certain angles to the // listener. For players who prefer legacy sound panning behaviour. // // A higher value directs sounds proportionally to come exclusively from a certaindirection, // in a binary manner, while lower values reverberate the sound in a natural 3D way. snd_spatialize_lerp "0" // Perspective correction for 3D audio. // Default: 1 // // <> >> Values: // 0: Disabled; // Sound emitters at the edge of the field of view will sound strongly // panned to either L or R respectively. Ideal for those who play very close to // the screen, or use wearable screens, or players that prefer legacy sound // engines. Can be positionally misleading at ceratin angles to the listener. // // 1: Enabled; // Sound sources will be rendered accurately with respect to the // field of view when looking at the pc screen. Sound emitters // that are on the edge of the field of view will sound slightly // in front. Sound emitters that are off-screen and directly to // the side will sound fully panned to either L or R respectively. snd_steamaudio_enable_perspective_correction "1" // Adjust overall volume (dB) of the output from Steam Audio Reverb processor. // Default: -3 snd_steamaudio_reverb_level_db "-3" // Automatic buffer latency detection (requires driver support). // Default: 1 // // Disabling it may induce undesirable effects such as audio dropouts. snd_autodetect_latency "1" // Regulates the time given to the audio system to process sound. // Default: 0.001 // // Any higher value may bug the sound. snd_mixahead "0.001" // Relative volume of the main menu music. // Default: 0.04 snd_menumusic_volume "0.04" // Relative volume of round start music. // Default: 0 snd_roundstart_volume "0" // Relative volume of round end music. // Default: 0.16 snd_roundend_volume "0" // Relative volume of map objective music. // Default: 0.0225 snd_mapobjective_volume "0" // Relative volume of the death camera music. // Default: 0.16 snd_deathcamera_volume "0" // Relative volume of ten second warning music. // Default: 0.0225 // // Helps as a timer mechanism to know when the bomb explodes, thus knowing if there is time to defuse. snd_tensecondwarning_volume "0.12" // Relative volume of the MVP music. // Default: 0.16 snd_mvp_volume "0.121964" // Mute MVP music if players from both teams are still alive. // Default: 0 // // Helps to hear steps after the round ended. snd_mute_mvp_music_live_players "1" // Disables the game sound when the game loses focus (tabbed out). // Default: 1 snd_mute_losefocus "1" // Volume of sounds in tools (e.g. Hammer, SFM) // Default: 1 // // May be used in combination with the command 'play'. snd_toolvolume "0.3" // Embedded stream audio volume. // Default: 0 cl_embedded_stream_audio_volume "0" // Multiply embedded stream audio volume via master volume // Default: 1 cl_embedded_stream_audio_volume_xmaster "1" // Volume level of incoming voice. // Default: 1 // // >> Overall volume of voice over IP. // Adjusts the overall volume of all voice communication in the game. snd_voipvolume "0.72" // Block all communication from players on the enemy team. // Default: 0 cl_mute_enemy_team "0" // Only allow communication from friends and matchmaking party members. // Default: 0 // // >> Block communication from everyone except friend players or players in the matchmaking party. // // <> Values: // 0: Disabled // 1: Apply for non-competitive game modes. // 2: Apply for all modes. cl_mute_all_but_friends_and_party "0" // Silence voice and other distracting sounds until the end of round or next death. // Default: 0 cl_clutch_mode "0" // Listen to the connected device through the microphone jack. // Default: 0 // // <-> If a microphone is connected, a feedback sound will play (mirrored sound). voice_loopback "0" // Microphone sensitivity (decibel threshold) when using voice activation instead of 'Push-to-talk'. // Default: -120 // // <-> Sound level required to pick up sound. voice_threshold "-110" // Duration of buffering outgoing audio to detect an onset. // Default: 0.3 voice_threshold_attack "0.3" // Duration in which detects if the talker is silent before resulting as no talking. // Default: 0.7 voice_threshold_delay "0.7" // Duration of listening the the input singal (talking) regardless of the loudness. // Default: 0.2 voice_threshold_hold "0.2" // Toggle the microphone. // Default: 1 voice_modenable "1" // Streamlined Push to Talk. // Default: 0 // // >> Keeps the recording device active to avoid gameplay freezes on some hardware. // Could potentially solve the microphone transmission issue. voice_always_sample_mic "1" // Default device used for voice capture. // Default: 0 voice_device_override "0"