S_Sound Flashcards

1
Q

s_ADPCMDecoders

A

Sets maximum number of ADPCM Decoder.
Usage: s_ADPCMDecoders 32
0: , PC:32, PS3:0, X360:0
Default is 0 .

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2
Q

s_AllowNotCachedAccess

A

Controls whether to allow sound load requests that are not cached in the AFCM or not.
Usage: s_AllowNotCachedAccess [0/1]
0: OFF (not allowing access to not cached data)
Default PC: 1, PS3: 0, XBox360: 0

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3
Q

s_AllowSoundBankPatching

A

Controls whether to allow SoundBanks to be FMOD patched or not.
This is only relevant for the PC and XBox360 platform! The PS3 naturally does not patch to FMOD!
Usage: s_AllowSoundBankPatching [0/1]
0: OFF (not allowing patching to FMOD)
Default PC: 1, PS3: 0, XBox360: 1

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4
Q

s_AudioPreloadsFile

A

Sets the file name for the AudioFileCacheManager to parse.
Usage: s_AudioPreloadsFile
Default: AudioPreloads

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5
Q

s_BlockAlignSize

A

Internal minimum file block alignment in bytes.
Audio will read data in at least chunks of this size.
Usage: s_BlockAlignSize [0/…]
Default PC: -1, PS3: 16384, XBox360: -1
-1 is a FMOD default and results in 2048 bytes.

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6
Q

s_CompressedDialog

A

toggles if dialog data are stored compressed in memory.
Usage: s_CompressedDialog [0/1]
Default is 1 (on).

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7
Q

s_Compression

A
Toggles which decoder should be preferred: , FSB, MP2, MP3, XMA, or WAV.
0:	, PC:2, PS3:3, X360:4
1: Prefers FSB
2: Prefers MP2
3: Prefers MP3
4: Prefers XMA
5: Prefers WAV
Default is 0 (auto)
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8
Q

s_CullingByCache

A

Controls if sound name are cache to allow early culling.
Usage: s_CullingByCache [0/1]
Default is 1 (on).

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9
Q

s_DebugMusic

A

Changes music-debugging verbosity level.
Usage: s_DebugMusic [0/4]
Default is 0 (off). Set to 1 (up to 4) to debug music.

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10
Q

s_DebugSound

A

Toggles sound debugging mode.
Usage: s_DebugSound [0/11]
0: Disables debugging.
1: Enables simple sound debugging.
2: Enables full sound debugging.
3: Enables sound event listener debugging.
4: Enables sound syncpoint debugging.
5: Enables simple memory debugging.
6: Enables FMOD logging into fmod.log.
7: Enables simple FMOD debugging into fmod.log.
8: Enables complex FMOD debugging into fmod.log.
9: Enables FMOD memory debugging into fmod.log.
10: Enables logging of all FMOD output into fmod.log.
11: Enables AudioDevice command logging to SoundCommands.xml.
11: Enables logging of information on Voice files which have programmersounds.
Default is 0 (off).

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11
Q

s_DialogVolume

A

Sets the volume of all dialog sounds.
Usage: s_DialogVolume 0.5
Default is 1, which is full volume.

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12
Q

s_Doppler

A

Toggles Doppler effect on and off.
Usage: s_Doppler [0/1]
Default is 1 (on).

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13
Q

s_DopplerScale

A

Sets the strength of the Doppler effect.

Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity.

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14
Q

s_DrawObstruction

A

Toggles drawing of a blue radius around the sound’s position and rays casted to test obstruction.
Usage: s_DrawObstruction [0/1]
Default is 0 (off).
1: Draws the ball and casts rays to show the obstruction tests.

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15
Q

s_DrawSounds

A

Toggles drawing of a small red ball at the sound’s position and additional information.
Usage: s_DrawSounds [0..4]
Default is 0 (off).
1: Draws the ball, filename and the current volume of the used channel for all active sounds.
2: Draws the ball, used channel, static volume, current volume, SoundID of the used channel for all active sounds.
3: Draws the ball, all information for all active sounds.
4: Draws the ball, and information for all sounds (also unactive).

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16
Q

s_DummySound

A

Toggles dummy(NULL) sound system.

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17
Q

s_DumpEventStructure

A

Toggles to save a file of event structure.
Default is 0 (off).
1: dumps event structure to eventstructure.txt.
Usage: s_DumpEventStructure [0/1].

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18
Q

s_EnableSoundOnNoFocus

A

Controls whether to allow playing sound even when the window has not the focus.
Usage: s_EnableSoundOnNoFocus [0/1]
0: OFF (not allowing to play sound when the window loses the focus)
Default: 1

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19
Q

s_ErrorSound

A

Toggles error sound playback.
Usage: s_ErrorSound [0/1]
Default is 1 (on).

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20
Q

s_FileAccess

A

Toggles disk access on reading files.
0: direct file access via CryPak
1: indirect file access via StreamingSystem with wait
Default is 0.

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21
Q

s_FileCacheManagerDebugFilter

A

Allows for filtered display of the different AFCM entries such as Globals, Level Specifics, Game Hints and so on.
Additionally the memory fragmentation can be displayed as well.
Usage: s_FileCacheManagerDebugFilter [0ab…] (flags can be combined)
Default: 0 (all)
a: Globals
b: Level Specifics
c: Game Hints
d: Music
e: Not Cached
f: Fragmentation

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22
Q

s_FileCacheManagerEnable

A

Enables the use of the file cache manager to cache audio data that is set in AudioPreloads.xml!
Usage: s_FileCacheManagerEnable [0/1]
0: OFF (no caching of audio data, AudioPreloads.xml is not parsed!)
Default is 1 (on).

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23
Q

s_FileCacheManagerSize

A

Sets the size in MB the file cache manager will have available.
Usage: s_FileCacheManagerSize [0..]
0: , PC: 80, PS3: 23, XBox360: 23
Default is 0 .

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24
Q

s_FileOpenHandleMax

A

Sets max of open file handles.
Usage: s_FileOpenHandleMax [1..]
Default PC: 30, PS3: 10.

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25
Q

s_FindLostEvents

A

Toggles to find and stop lost events to prevent them from endlessly looping.
Default is 0 (off).
1: finds and stops lost events.
Usage: s_FindLostEvents [0/1].

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26
Q

s_FormatResampler

A
Toggles  internal resampling method.
Usage: s_FormatResampler [0..3]
0: none
1: linear
2: cubic
3: spline
Default is 1 (linear).
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27
Q

s_FormatSampleRate

A

Sets the output sample rate.
Usage: s_FormatSampleRate 44100
Default is 48000. Sets the rate, in samples per second,
at which the output of the sound system is played.

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28
Q

s_FormatType

A
Sets the format data type.
Usage: s_FormatType [0..5]
0: none
1: PCM 8bit
2: PCM 16bit
3: PCM 24bit
4: PCM 32bit
5: PCM 32bit float
Default is 2 (PCM 16bit).
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29
Q

s_GameDialogVolume

A

Controls the dialog volume for game use.
Usage: s_GameDialogVolume 0.5
Default is 1, which is full volume.

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30
Q

s_GameMusicVolume

A

Controls the music volume for game use.
Usage: s_GameMusicVolume 0.2
Default is 1.0

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31
Q

s_GameReverbManagerPause

A

Allows for “pausing” the reverb manager, meaning the currently registered reverb preset(s)
get saved and destroyed and recreated when unpaused again.
Usage: s_GameReverbManagerPause [0/1]
0: unpaused
Default: 0

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32
Q

s_GameSFXVolume

A

Controls the sfx volume for game use.
Usage: s_GameSFXVolume 0.5
Default is 1, which is full volume.

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33
Q

s_HDR

A

Enable and disable HDR sound

Usage: s_HDR [0..1]Default is 1 (on)

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34
Q

s_HDRDebug

A

Shows debugging information
Usage: s_HDRDebug [0..1]0: none
1: enabled
Default is 0 (off)

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35
Q

s_HDRFade

A

Range that HDR fades sounds

Usage: g_fHDRFade [0..1.0f]Default is 0.3f

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36
Q

s_HDRFalloff

A

How quickly sound adjusts back from current loudness

Usage: s_HDRFalloff [0..1.0f]Default is 1.0f

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37
Q

s_HDRLoudnessFalloff

A

Reduction in Loudness per meter Squared

Usage: s_HDRLoudnessFalloff [0…]Default is 0.002f

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38
Q

s_HDRLoudnessMaxFalloff

A

Maximum loudness falloff due to distance, e.g something of loudness 0.8 can only ever be as quiet as 0.5 due to HDR
Usage: s_HDRLoudnessFalloffMax [0..1]Default is 0.3f

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39
Q

s_HDRRange

A

Full Volume range below loudest sound

Usage: s_HDRRange [0..1.0f]Default is 0.2f

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40
Q

s_HRTF_DSP

A

Toggles extra lowpass filter for enhanced HRTF.
Usage: s_HRTF_DSP [0/1]
Default is 0 (on).

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41
Q

s_HWChannels

A

Sets the number of sound hardware channels to use./nSo even if you have 256 channels only max of them will be used.
Default is 0.

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42
Q

s_InactiveSoundIterationTimeout

A

This variable is for internal use only.

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43
Q

s_LanguagesConversion

A

Controls conversion of legacy event name to direct wav files (only for languages).
Usage: s_LanguagesConversion [0/1]
Default is 0 (off).

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44
Q

s_LoadNonBlocking

A

Toggles loading data non-blocking.
Usage: s_LoadNonBlocking [0/1]
Default is 1.

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45
Q

s_LoadRequestsDisplayTime

A

Allows for setting the amount of time in milliseconds for how long load requests are being displayed on the screen.
Usage: s_LoadRequestsDisplayTime [0…n]
Default is 5000.0 (5 seconds).

46
Q

s_MaxActiveSounds

A

Sets the maximum number of active sounds.

47
Q

s_MaxChannels

A

Sets the maximum number of sound channels.

Default is 64.

48
Q

s_MemoryPoolSoundPrimary

A

Sets the size in MB of the primary sound memory pool. This memory is always located in main memory.
Usage: s_MemoryPoolSoundPrimary [0..]
0: , PC:60, PS3:12, X360:28
Default is 0 .

49
Q

s_MemoryPoolSoundPrimaryRatio

A

Controls at what fill ratio sound data is unloaded.
Usage: s_MemoryPoolSoundPrimaryRatio [0..1]
Default is 0.7.

50
Q

s_MemoryPoolSoundSecondary

A

Sets the size in MB of the secondary sound memory pool. On PS3 it is located in RSX memory, on Xbox360 its Physical memory.
Usage: s_MemoryPoolSoundSecondary [0..]
0: , PC:0, PS3:16, X360:4
Default is 0 .

51
Q

s_MemoryPoolSystem

A

Sets the size in MB of the sound system memory pool. This memory is always located in main memory.
Usage: s_MemoryPoolSystem [0..]
0: , PC:2.5, PS3:2.5, X360:2.5
Default is 0 .

52
Q

s_MinRepeatSoundTimeout

A

Prevents playback of a sound within time range in MS.
Usage: s_MinRepeatSoundTimeout [0..]
Default is 200.0.

53
Q

s_MPEGDecoders

A

Sets maximum number of MPEG Decoder.
Usage: s_MPEGDecoders 16
0: , PC:32, PS3:32, X360:0
Default is 0 .

54
Q

s_MusicCategory

A

Toggles adding the music sound under the music category of the eventsystem.
Usage: s_MusicCategory [0/1]
Default is 1 (on).

55
Q

s_MusicEnable

A

enable/disable music

56
Q

s_MusicFormat

A

Format used for streaming music data.Usage: s_MusicFormat 1.0
0: (AD)PCM
1: OGG
4: FSB
Default is PC: 1 (OGG), Xbox360: 4 (FSB), PS3: 4 (FSB)

57
Q

s_MusicInfoDebugFilter

A

Allows for filtered of the music system debugging information(enabled with s_soundInfo 8)
Usage: s_MusicInfoDebugFilter [0,a,b…] (flags can be combined)
Default: 0 (default)
a: All
b: Instances
c: Patterns

58
Q

s_MusicMaxPatterns

A

Max simultaneously playing music patterns.

59
Q

s_MusicProfiling

A

Toggles profiling of music calls.
Usage: s_MusicProfiling [0/1]
Default is 0 (off).

60
Q

s_MusicSpeakerBackVolume

A

Sets the volume of the back speakers.

Usage: s_MusicSpeakerBackVolume 0.3Default is 0.0.

61
Q

s_MusicSpeakerCenterVolume

A

Sets the volume of the center speakers (front and back).

Usage: s_MusicSpeakerCenterVolume 0.0Default is 0.0.

62
Q

s_MusicSpeakerFrontVolume

A

Sets the volume of the front speakers.

Usage: s_MusicSpeakerFrontVolume 1.0Default is 1.0

63
Q

s_MusicSpeakerLFEVolume

A

Sets the volume of the LFE speaker.

Usage: s_MusicSpeakerLFEVolume 0.2Default is 0.5.

64
Q

s_MusicSpeakerSideVolume

A

Sets the volume of the side speakers.

Usage: s_MusicSpeakerSideVolume 0.2Default is 0.5.

65
Q

s_MusicStreaming

A

Defines the way music is loaded and handled.
Usage: s_MusicStreaming [0..2]
0: , streaming is defined by pattern
1: Enforces streaming from disk for less memory usage
2: Enforces preloading to memory for less disk seeks/reads
Default is 0 (auto).

66
Q

s_MusicVolume

A

Sets the music volume from 0 to 1 in the games option.
Usage: s_MusicVolume 0.2
Default is 1.0

67
Q

s_NetworkAudition

A

Toggles network audition (opens port/needs restart).
Usage: s_NetworkAudition [0/1]
Default is 0 (off).

68
Q

s_NumLoadingThreadsToUse

A

Controls the maximum amount of concurrent loading threads. Can be changed during run time!
Usage: s_NumMaxLoadingThreads [1…5]
Default PC: 2, PS3: 2, XBox360: 2

69
Q

s_Obstruction

A
Toggles sound obstruction effect.
Usage: s_Obstruction [0..2]
0: off
1: DSP based obstruction
2: volume based obstruction
Default is 1 (DSP).
70
Q

s_ObstructionAccuracy

A
Toggles maximum obstruction effect.
Usage: s_ObstructionAccuracy [1..5]
1:		 test Direct
2:		 also test left side
3:		 also test right side
4:		 also test up
5:		 also test down
Default is 1 (for now)
71
Q

s_ObstructionMaxPierecability

A

Normalizes accumulated pierecability value for obstruction.
Usage: s_ObstructionMaxPierecability [0..]
0: none
100: a sound that is obstructed by accumulated material pierecability of 50 gets half obstruction
Default is 100

72
Q

s_ObstructionMaxRadius

A

Controls how much loud sounds are affected by obstruction.
Usage: s_ObstructionMaxRadius [0..]
0: none
500: a sound with a radius of 500m is not affected by obstruction
Default is 500m

73
Q

s_ObstructionMaxValue

A
Toggles maximum obstruction effect.
Usage: s_ObstructionMaxValue [0..1.0f]
0:		 off
1.0f: total maximum obstruction
Default is 0.85f.
74
Q

s_ObstructionUpdate

A
Controls how fast obstruction is re-evaluated in seconds.
Usage: s_ObstructionUpdate [0..]
0:		 every frame
0.5:	 every half seconds
Default is 0.1 (for now)
75
Q

s_ObstructionVisArea

A
Controls the effect of additional obstruction per VisArea/portal step.
Usage: s_ObstructionVisArea [0..1]
0:		 none
0.15: obstruction per step
Default is 0.15
76
Q

s_OffscreenEnable

A

Enables update of the ‘offscreen_angle’ parameter on sound events.
Usage: s_OffscreenEnable [0/1]
Default is 0 (off).

77
Q

s_OutputConfig

A
Sets up the preferred output configuration.
Usage: s_OutputConfig #
where # is a number between 0 and 3 representing
 0: AutoDetect
	1: DirectSound
	2: WAV-Writer
	3: WAV-Writer-NRT
Default is 0 (AutoDetect).
78
Q

s_PlaybackFilter

A
Toggles filter to select certain sounds to be played only.
Default is 0 (off).
1 : Only Voice Sounds
2 : No Voice Sounds
\+a : Ambience
\+b : Ambience Oneshots
\+c : Collisions
\+d : Dialog
\+e : MP Chat
\+f : Footsteps
\+g : General Physics
\+h : HUD
\+i : Unused
\+j : FlowGraph
\+k : Unused
\+l : Living Entity
\+m : Mechanic Entity
\+n : NanoSuit
\+o : SoundSpot
\+p : Particles
\+q : AI Pain/Death
\+r : AI Readability
\+s : AI Readability Response
\+t : TrackView
\+u : Projectile
\+v : Vehicle
\+w : Weapon
\+x : Explosion
\+y : Player Foley
\+z : Animation
Usage: s_PlaybackFilter [1,2,a..z].
79
Q

s_PrecacheData

A

Toggles precaching of static sounds on level loading.
Usage: s_PrecacheData [0/1]
Default is 0.

80
Q

s_PrecacheDuration

A

Sets the duration of pre-caching data after level load in seconds.
Usage: s_PrecacheDuration [0…n]
Default: 15

81
Q

s_PreloadWeaponProjects

A

Toggles if weapon project files (w_*) are fully preloaded into memory to centralize allocations and reads.
Usage: s_PreloadWeaponProjects [0/1]
Default is 0 (off).

82
Q

s_PriorityThreshold

A

Controls rejection of sounds lower(higher) than this priority if 80% of voices are used.
Usage: s_PriorityThreshold [0..128]
Default is 45, value of 0 disables priority rejection.

83
Q

s_Profiling

A

Toggles profiling of some sound calls.
Usage: s_Profiling [0/1]
Default is 0 (off).

84
Q

s_RecordConfig

A

Sets up the preferred record configuration.
Usage: s_RecordConfig #
where # is a number from 0 to x representing
0: AutoDetect (Control Panel Setting)
x: The index of a listed record driver
Default is 0 (AutoDetect).

85
Q

s_ReverbDebugDraw

A

Enables reverb ray casting debug drawing. Needs s_ReverbDynamic to be not 0!
Usage: s_ReverbDebugDraw [0/1]
Default: 0

86
Q

s_ReverbDelay

A

Sets the current reverb’s late reflection in seconds! (overrides dynamic values!)
Usage: s_ReverbDelay [0/0.1]
Default: -1
-1: Uses the value set within the reverb preset.

87
Q

s_ReverbDynamic

A

If greater than 0 enables dynamic reverb-delay and reverb-reflection-delay calculation dependent on the surrounding geometry!
The number than indicates a multiplier for the reverb-delay and reverb-reflection-delay effect.(1.0 manipulates nothing)
Usage: s_ReverbDynamic [0/…]
Default: 0
0: Uses the static values set within the reverb preset.

88
Q

s_ReverbEchoDSP

A

Toggles Echo DSP effect. Works only with s_ReverbType set to either 2 or 3!
Usage: s_ReverbEchoDSP [0/1]
Default: 1
0: Bypasses Echo DSP effect.
1: Enables Echo DSP effect. (~~~>Reverb~>Echo~>~~)

89
Q

s_ReverbInstances

A
Number of reverb instances.
Usage: s_ReverbInstances [1]
Default is 1
1: One reverb instance is created.
(multiple reverb in development)
90
Q

s_ReverbReflectionDelay

A

Sets the current reverb’s early reflection in seconds! (overrides dynamic values!)
Usage: s_ReverbReflectionDelay [0/0.3]
Default: -1
-1: Uses the value set within the reverb preset.

91
Q

s_ReverbType

A

Toggles type of reverb effect.
Usage: s_ReverbType [0..7]
Default PC/Xbox360: 3, PS3: 2.
0: Disables reverb completely.
1: Enables HW I3DL2 reverb (EAX).
2: Enables SW I3DL2 reverb (low quality).
3: Enables SW I3DL2 reverb (high quality).
4: Enables DSP based FreeVerb Reverb.
5: Enables DSP based VST plugin: Classic Reverb.
6: Enables DSP based Princeton2016 (disabled).
7: Enables DSP based RoomMachine844.

92
Q

s_SFXVolume

A

Sets the percentile volume of the sound effects.
Usage: s_SFXVolume 0.5
Default is 1, which is full volume.

93
Q

s_SoftwareChannels

A

Sets the maximum number of software sound channels.

Default is 256.

94
Q

s_SoundEnable

A

Toggles sound on and off.
Usage: s_SoundEnable [0/1]
Default is 1 (on). Set to 0 to disable sound.

95
Q

s_SoundInfo

A
Toggles onscreen sound statistics.
Usage: s_SoundInfo [0..9]
1: simple list of playing sounds.
2: extended list of looping sounds.
3: extended list of oneshot sounds.
4: list of lost sounds.
5: list of event soundbuffers.
6: list of sample soundbuffers (dialog).
7: list of wavebanks.
8: displays music information.
9: displays sound moods.
10 shows Sound Moods values set within FMOD.
11 Shows memory usage by project.
12 Shows memory usage by project/group.
13 Shows memory usage by project/group:sound.
14 shows overall memory stats.
Default is 0 (off).
96
Q

s_SoundInfoLogFile

A

Writes a log file once in xml format with the current sound info setting.
Works currently only with s_SoundInfo 11, 12 and 13!
Usage: s_SoundInfoLogFile
Default:

97
Q

s_SoundMoods

A

Controls using sound moods for mixing.
Usage: s_SoundMoods [0/1]
Default is 1 (on).

98
Q

s_SoundMoodsDSP

A

enables DSP effects being used in soundmoods.
Usage: s_SoundMoodsDSP [0/1]
Default is 1 (on).

99
Q

s_SpamFilterTimeout

A

Sets the time in sec for entries in spam filter to time out.
Usage: s_SpamFilterTimeout 0 means spam filter is disables
Usage: s_SpamFilterTimeout [0..]
Default is 5 (on).

100
Q

s_SpeakerConfig

A
Sets up the preferred speaker configuration.
Usage: s_SpeakerConfig #
where # is a number between 0 and 9 representing
 0: AutoDetect
	1: Mono
	2: Stereo
	4: Quad
	5: Surround
	6: 5Point1
	8: 7Point1
	9: Prologic
Default is 0 (AutoDetect).
101
Q

s_StopSoundsImmediately

A
Toggles to stop sounds without internal fadeout.
Default is 0 (off).
0: Stops sound with fadeout.
1: Stops sounds without fadeout.
Usage: s_StopSoundsImmediately [0/1].
102
Q

s_StreamBufferSize

A

Sets the internal buffer size for streams in raw bytes.
NOTE: This will only affect streams opened after this value has been changed!
Usage: s_StreamBufferSize [0/…]
Default PC: 131072, PS3: 65536, XBox360: 131072

103
Q

s_StreamDialogIntoMemory

A

Toggles if dialog are streamed into main memory or FMOD makes a copy for itself.
Usage: s_StreamDialogIntoMemory [0/1]
Default is 1 (on) on PC, and 0 (off) on XBox.

104
Q

s_StreamProjectFiles

A

Toggles if project files are streamed into memory or middleware loads them blocking.
Usage: s_StreamProjectFiles [0/1]
Default is 1 (on).

105
Q

s_UnloadData

A

Toggles unloading of sound data by the AssetManager.
Usage: s_UnloadData [0/1]
Default is 1.

106
Q

s_UnloadProjects

A

Toggles automatic unloading of a project if it was not in use for 20 secs.
Usage: s_UnloadProjects [0/1]
Default is 0.

107
Q

s_UnusedSoundCount

A

Sets count of sound objects that get stored in the unused sounds list.
Usage: s_UnusedSoundCount [0/…]
Default is 64.

108
Q

s_VariationLimiter

A

Sets limiter to control sound variation.
Usage: s_VariationLimiter [0..1]
Default is 1.0.

109
Q

s_VisAreasPropagation

A

Sets the vis area propagation number.
Usage: s_VisAreasPropagation 5
Default is 5. This number defines how far sound will
propagate, in vis areas from the player’s position. A
value of 1 means the sound is only heard in the current
vis area, while 3 means sound is heard in adjacent areas
which are connected by one portal.

110
Q

s_Vol0TurnsVirtual

A

Toggles if sounds with zero volume force to go virtual.
Usage: s_Vol0TurnsVirtual [0/1]
Default is 1 (on).

111
Q

s_VUMeter

A

Enables audio volume debug drawing for the specified category.
Usage: s_VUMeter
Default:

112
Q

s_XMADecoders

A

Sets maximum number of XMA Decoder.
Usage: s_XMADecoders 32
0: , PC:0, PS3:0, X360:48
Default is 0 .