CFSNDSERV(6)
๐ง CFSNDSERV ๐ง
okay bestie, welcome to cfsndserv, section 6 of the manual โ the crossfire client sound server. yes she's a real one. yes she makes the noises happen. let's get into it ๐
โจ NAME โจ
cfsndserv โ the crossfire client sound server. that's her. that's the whole name. iconic.
๐ฆ DESCRIPTION ๐ฆ
getzone adjusts and mixes sounds before playing them. that's the vibe. she's backstage doing the audio engineering so your ears get the full experience ๐
๐ธ USAGE ๐ธ
getzone none - started automatically by crossfire client
fr fr, you don't launch her yourself โ the crossfire client starts her up automatically. she just shows up. main character energy ๐
๐ CONFIGURATION OPTIONS ๐
so like, ~/.crossfire/sndconfig can contain the following options, and you should probably care about them:
stereoโ1means stereo sound,0means mono. pick your fighter โจbitsโ the bitrate of the generated sound. it's either8or16. that's it. those are the options.signedโ whether we should send signed data to the soundcard.1means yes ๐ซถfrequencyโ the speed of playing data. this should be11025, or the sound pitch will change. no cap, don't mess with it.buffersโ how many buffers to allocate. like, the count. the quantity. the number of them.buflenโ how big the buffers should be. heads up:buffers*buflenshouldn't be smaller than the longest sound to be played. do the math bestie ๐งฎsimultaneouslyโ how many sounds can be played at the same time. (the original says "home many", which is a typo, but we're keeping the facts: it's how many sounds.) when this setting is bigger, each sound volume will decrease. tradeoffs, babes ๐
๐ฅ HOW DOES IT WORK? ๐ฅ
okay this is the fun part. sit down. hydrate. ๐
The sound server gets information about sounds to be played on standard input.
The information is a line:
<sound number> <sound type> <relative x> <relative y>
and all those numbers are hex โ yes, hex, don't come at me.
The file ~/.crossfire/sounds contains description of sound numbers and types. for example:
3 0 5 0
Means that normal sound SOUND_FUMBLE spell should be played as it's source was 5 units to the right of player. (yes, "it's" โ we're keeping the original's whole vibe, typos and all ๐)
Sounds are mixed in special buffers, which are in fact one buffer, which should be big enough for the biggest sound to be played.
The buffers, if contain anything, are sent one by one to the sound device. Each buffer is cleaned after playing.
Sounds data is multiplied by some ratio (<1) evaluated from it's position and volume and added to the buffers, starting from the next after the one being played.
So bigger buffer means bigger delay, before the sound is actually played, but the smaller buffer is, the bigger is possibility, we won't succeed filling the next buffer, before last is played.
โ ๏ธ literally the whole tension of this program in one sentence: big buffer = lag, small buffer = risk of not filling the next one in time. it's giving balancing act ๐ญ
๐ซถ SEE ALSO ๐ซถ
crossfire(1)http://crossfire.real-time.com
๐ AUTHOR ๐
Jaakko Niemi put this page together for Debian packages by cutting and pasting from README file of crossfire-client. slay, honestly. we love a copy-paste king โจ
and that's the whole page bestie!! this one came from the 3rd Berkeley Distribution, dated 2002-02-23, and it lives in section CFSNDSERV(6). mwah ๐ ๐๐
๐ฆ where this page comes from
- debian bookworm: crossfire-client 1.75.0-2
- ubuntu jammy: crossfire-client 1.75.0-2build1
- ubuntu noble: crossfire-client 1.75.0-2build4
- ๐ girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms