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Counter Strike Source Voice Codec


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Having this list of messages and their definitions enabled us to gain insights into what kind of data is sent between the client and server. However, we still had no idea in which order messages would be sent and what kind of values were expected. For example, we knew that a message exists to initialize a voice message with some codec, but we had no idea which codecs are supported by CS:GO.


CHANGES:- Changed M4A1-S ammo count to match current CS:GO build (clip size: 20, reserve: 80)- Upgraded code compile toolset to VS2015, which might affect people running VERY old versions of Windows- Upgraded font renderer from default Windows font renderer to FreeType(custom fonts may use "oldrenderer" flag to use old renderer, see c4panel.res for an example)- Updated loser money bonus behaviour to match CS:GO (added mp_consecutive_loss_max and mp_consecutive_loss_aversion commands)- Money received in current round can now only be spent next round- Bomb logic now runs every tick when it's being defused or close to exploding- Tracers now fire starting from the first bullet, which makes them visible with sv_infinite_ammo 1- Made viewmodel recoil work exactly like in CS:GO- fov_cs_debug now accepts floating point values- Player list header in scoreboard will now always render(previously it was only rendered if there were any players in-game for casual modes or any CT players in-game for regular modes)- Death notice now uses SVG instead of fonts to render icons- voice_enable 0 will no longer deinitialize voice codec, voice_system_enable is added instead- Rate-limited commands can now only be fired once in 1.0 seconds instead of 0.3 seconds (for example: jointeam, joinclass, spectate)- Slightly updated old and CT Jumpsuit agent icons (icons generated in CS:GO)- More optimizations


Handbrake allows you to change audio encoding (codec type) from a source audio track. It supports ACC, HE-ACC, ACC pass-thru, AC3, E-AC3, and MP3 audio codecs. For example, Handbrake can take the AC3 audio track from a DVD or BluRay and transcode it to an AAC for mobile devices. Additionally, you can also change the sound mixdown (Stereo, Mono, etc), sample rate, bitrate, and adjust Gain and DRC (Dynamic Range Compression) from the same toolbar.


CHANGES:- Changed M4A1-S ammo count to match current CS:GO build (clip size: 20, reserve: 80)- Upgraded code compile toolset to VS2015, which might affect people running VERY old versions of Windows- Upgraded font renderer from default Windows font renderer to FreeType (custom fonts may use "oldrenderer" flag to use old renderer, see c4panel.res for an example)- Updated loser money bonus behaviour to match CS:GO (added mp_consecutive_loss_max and mp_consecutive_loss_aversion commands)- Money received in current round can now only be spent next round- Bomb logic now runs every tick when it's being defused or close to exploding- Tracers now fire starting from the first bullet, which makes them visible with sv_infinite_ammo 1- Made viewmodel recoil work exactly like in CS:GO- fov_cs_debug now accepts floating point values- Player list header in scoreboard will now always render (previously it was only rendered if there were any players in-game for casual modes or any CT players in-game for regular modes)- Death notice now uses SVG instead of fonts to render icons- voice_enable 0 will no longer deinitialize voice codec, voice_system_enable is added instead- Rate-limited commands can now only be fired once in 1.0 seconds instead of 0.3 seconds (for example: jointeam, joinclass, spectate)- Slightly updated old and CT Jumpsuit agent icons (icons generated in CS:GO)- More optimizations


The increased complexity of the network, encryption of services, proprietary codecs/clients and even delivery protocols, and the need to minimize network operational costs, calls for highly evolved testing techniques. These techniques need to be easily adaptable to a diverse set of services and applications and must provide a trustful user experienc




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