-cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
-cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
-cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
-cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
-cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
+cvar_t bgmvolume = {CF_ARCHIVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
+cvar_t mastervolume = {CF_ARCHIVE, "mastervolume", "1", "master volume"};
+cvar_t volume = {CF_ARCHIVE, "volume", "0.7", "volume of sound effects"};
+cvar_t snd_staticvolume = {CF_ARCHIVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
+cvar_t snd_initialized = { CF_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
+cvar_t snd_mutewhenidle = {CF_ARCHIVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};