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 Zarth III

On Jan 6, 2013, at 2:25 PM, Andrew Prosnik <m...@rq3.com> wrote:

> Did you come into IRC and find that the solution was to disable OpenAL?
> 
> 
> ----- Original Message -----
> From: "Richard L Zarth III" <richardzarth...@gmail.com>
> 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 installed ioquake3 on my MacBookPro9,2 (13-inch, Mid-1012) 
> laptop running OS X 10.8 Mountain Lion using the 1.36 binary on the ioquake3 
> website.  I don't seem to have any problems with Quake III Arena, but with 
> Quake III Team Arena I am having a lot of sound issues.  Many sounds are 
> replaced with the "default" sound (which seems to be sound/feedback/hit.wav, 
> the ping sound when you hit a target).  When looking in the console after 
> loading a map, I see many strings that look like the following: 
> 
> 
> WARNING: Using default sound for sound/... 
> ERROR: Can't create a sound buffer for sound/... 
> Invalid value 
> 
> 
> The sounds seem to be random.  Sometimes a certain sound won't work (such as 
> the chain gun shooting), but on another load it will.  Most of the time (but 
> not all of the time) the sounds are Team Arena sounds.  This problem is of 
> course very frustrating.  I have tried reinstalling ioquake3 with no luck, 
> and I've tried reimporting the pak0.pk3 files for both Q3A and Q3TA with no 
> luck.  Any help would be greatly appreciated!  If any more info is needed on 
> my part please let me know. 
> 
> 
> -- 
> -Richard L Zarth III 
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