That's probably because the sound engine doesn't want to play more than n sounds at the same time. I don't think it's due to the soundcard itself.
it is not a soundcard onboard sound chip maybe that is the problem?
some punctuation next time plz:)
yes, its sound card independent. I just HATE to not hear that important shotgun shot when I'm a mara :/
hmmm goes to look for a way to bump up the number of sounds to be mixed
wiki :
Quake 3's sound system outputs to 2 channels using a looping output buffer, mixed from 96 tracks with stereo spatialization and Doppler effect. All of the sound mixing is done within the engine, which can create problems for licensees hoping to implement EAX or surround sound support. Several popular effects such as echos are also absent.
One of the major flaws of the sound system is that the mixer isn't given its own thread, so if the game stalls for too long (particularly while navigating the menus or connecting to a server), the small output buffer will begin to loop, a very noticeable artifact. This problem was also present in the Doom, Quake, and Quake 2 engines.
hmm