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Top Forums UNIX for Dummies Questions & Answers Changing the frequency of that beeping sound Post 21133 by LivinFree on Saturday 11th of May 2002 11:48:19 PM
Old 05-12-2002
Well, I didn't think this was possible before unless you modified your kernel and recompiled the whole thing (I think I read it's in console.c), but I found this page:
http://www.linux.org/docs/ldp/howto/...al-Bell-4.html
It's for an a seperate application, but opens up by saying that it's unneccesary if you have a kernel greater than or equal to 1.3.43, which you do.

I tried this on a Slackware 7.1.0 with kernel 2.2.16 (the default for this release) box:
Code:
echo -n "\\33[10;600]\\33[11;50]"

It echo's a blank line with no sound, but after that if you perform an action that would normally beep, the new altered sound appears instead. Cool trick really.
Try playing with it to see what you like, then add it to your .bash_profile to have it automatically switch every time you log in.

I believe it only work on the console, though...

Have fun!
 

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CFSNDSERV(6)							     cfsndserv							      CFSNDSERV(6)

NAME
cfsndserv - crossfire client sound server DESCRIPTION
getzone adjusts and mixes sounds before playing them USAGE
getzone none - started automatically by crossfire client CONFIGURATION OPTIONS
~/.crossfire/sndconfig can contain the following options: stereo 1 means stereo sound, 0 - mono bits bitrate of generated sound - 8 or 16 signed if we should sent signed data to the soundcard. 1 means yes. frequency speed of playing data. This should be 11025, or sound pitch will change buffers how many buffers to allocate buflen how big the buffers should be. buffers*buflen shouldn't be smaller than the longest sound to be played. simultaneously home many sound can be played at the same time. When this setting is bigger, each sound volume will decrease. HOW DOES IT WORK
? 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> All those numbers are hex. 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 was5 units to the right of player. 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 th 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. SEE ALSO
crossfire(1) http://crossfire.real-time.com AUTHOR
Jaakko Niemi put this page together for Debian packages by cutting and pasting from README file of crossfire-client. 3rd Berkeley Distribution 2002-02-23 CFSNDSERV(6)
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