S_Sound Flashcards
s_ADPCMDecoders
Sets maximum number of ADPCM Decoder.
Usage: s_ADPCMDecoders 32
0: , PC:32, PS3:0, X360:0
Default is 0 .
s_AllowNotCachedAccess
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
s_AllowSoundBankPatching
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
s_AudioPreloadsFile
Sets the file name for the AudioFileCacheManager to parse.
Usage: s_AudioPreloadsFile
Default: AudioPreloads
s_BlockAlignSize
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.
s_CompressedDialog
toggles if dialog data are stored compressed in memory.
Usage: s_CompressedDialog [0/1]
Default is 1 (on).
s_Compression
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)
s_CullingByCache
Controls if sound name are cache to allow early culling.
Usage: s_CullingByCache [0/1]
Default is 1 (on).
s_DebugMusic
Changes music-debugging verbosity level.
Usage: s_DebugMusic [0/4]
Default is 0 (off). Set to 1 (up to 4) to debug music.
s_DebugSound
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).
s_DialogVolume
Sets the volume of all dialog sounds.
Usage: s_DialogVolume 0.5
Default is 1, which is full volume.
s_Doppler
Toggles Doppler effect on and off.
Usage: s_Doppler [0/1]
Default is 1 (on).
s_DopplerScale
Sets the strength of the Doppler effect.
Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity.
s_DrawObstruction
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.
s_DrawSounds
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).
s_DummySound
Toggles dummy(NULL) sound system.
s_DumpEventStructure
Toggles to save a file of event structure.
Default is 0 (off).
1: dumps event structure to eventstructure.txt.
Usage: s_DumpEventStructure [0/1].
s_EnableSoundOnNoFocus
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
s_ErrorSound
Toggles error sound playback.
Usage: s_ErrorSound [0/1]
Default is 1 (on).
s_FileAccess
Toggles disk access on reading files.
0: direct file access via CryPak
1: indirect file access via StreamingSystem with wait
Default is 0.
s_FileCacheManagerDebugFilter
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
s_FileCacheManagerEnable
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).
s_FileCacheManagerSize
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 .
s_FileOpenHandleMax
Sets max of open file handles.
Usage: s_FileOpenHandleMax [1..]
Default PC: 30, PS3: 10.
s_FindLostEvents
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].
s_FormatResampler
Toggles internal resampling method. Usage: s_FormatResampler [0..3] 0: none 1: linear 2: cubic 3: spline Default is 1 (linear).
s_FormatSampleRate
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.
s_FormatType
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).
s_GameDialogVolume
Controls the dialog volume for game use.
Usage: s_GameDialogVolume 0.5
Default is 1, which is full volume.
s_GameMusicVolume
Controls the music volume for game use.
Usage: s_GameMusicVolume 0.2
Default is 1.0
s_GameReverbManagerPause
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
s_GameSFXVolume
Controls the sfx volume for game use.
Usage: s_GameSFXVolume 0.5
Default is 1, which is full volume.
s_HDR
Enable and disable HDR sound
Usage: s_HDR [0..1]Default is 1 (on)
s_HDRDebug
Shows debugging information
Usage: s_HDRDebug [0..1]0: none
1: enabled
Default is 0 (off)
s_HDRFade
Range that HDR fades sounds
Usage: g_fHDRFade [0..1.0f]Default is 0.3f
s_HDRFalloff
How quickly sound adjusts back from current loudness
Usage: s_HDRFalloff [0..1.0f]Default is 1.0f
s_HDRLoudnessFalloff
Reduction in Loudness per meter Squared
Usage: s_HDRLoudnessFalloff [0…]Default is 0.002f
s_HDRLoudnessMaxFalloff
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
s_HDRRange
Full Volume range below loudest sound
Usage: s_HDRRange [0..1.0f]Default is 0.2f
s_HRTF_DSP
Toggles extra lowpass filter for enhanced HRTF.
Usage: s_HRTF_DSP [0/1]
Default is 0 (on).
s_HWChannels
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.
s_InactiveSoundIterationTimeout
This variable is for internal use only.
s_LanguagesConversion
Controls conversion of legacy event name to direct wav files (only for languages).
Usage: s_LanguagesConversion [0/1]
Default is 0 (off).
s_LoadNonBlocking
Toggles loading data non-blocking.
Usage: s_LoadNonBlocking [0/1]
Default is 1.