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Aureal A3D console commands for SiN and Wages
of SiN:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Brief description of the A3D console variables for Sin
;;
;; Key
;; ---
;; "variable name, in quotes"
;; - default value
;; - brief description
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Vars
----
"disable_a3d"
- disables A3D
"enable_a3d"
- enable A3D
"snd_restart"
- restarts the entire sound system
"s_buffersize"
- 65536
- size, in bytes, of sound data to buffer ahead. Currently, each
secondary buffer has 65536 bytes of data.
"s_rolloff"
- 0.9
- adjusts the rolloff factor.
"s_doppler"
- 0.00
- adjusts doppler. Note that doppler is extremely sensitive, so
for
the moment we have disabled it.
"s_distance"
- 23
- adjusts the ratio of game units to meters. This affects
velocity, positioning, and distance. The higher this
number, the
closer everything gets to each other (in audio terms).
"s_min_distance"
- 11
- minimum distance before rolloff is applied to a source.
"s_max_distance"
- 10000.0
- maximum distance before a source is muted.
"s_2dvolume"
- 0.88
- the maximum volume which 2D sounds are played at. By the nature
of the filters being applied to the A3D buffers, they are
quieter then their 2D counterparts. Hence it is
important to
quiet the 2D sounds to make up for this.
"s_watereq"
- 0.1
- Amount of high frequency rolloff to apply when Blade goes
underwater. 1.0 is air.
- 0.0 -> 1.0
"s_geometry"
- 1
- Toggles geometry rendering on/off. When disabled, geometry is
not processed at all.
- 0 or 1
"s_occlude"
- 1
- Status of occlusions - 1 enables; 0 disables.
- 0 or 1
"s_reflect"
- 1
- Status of reflections - 1 enables; 0 disables.
- 0 or 1
"s_refgain"
- 0.38
- Adjusts the gain on each reflection, where higher number means
louder reflections. Remember very loud reflections
could
cancel out the effect of HRTFs.
- 0 -> 1
"s_refdelay"
- 1.2
- Delay between a source and its closest reflection. The higher
the delay, the more time it takes between when the source
and
its first reflection are played.
- 0 -> 100
"s_occfactor"
- 0.4
- Transmission value of material - the smaller the number, the
more occluded the sound is (less sound passes through the
material).
- 0.0 -> 1.0
"s_numpolys"
- 400
- Maximum polygons to be rendered. Polygons will stop being
rendered either when there are no more polygons left or
s_numpolys polygons have been rendered. Setting this
to 0
is the same as turning s_geometry off.
- 0 -> infinity
"s_bloat"
- 1.0001
- Bloat factor for polygons. This effectively scales each
polygon by a certain amount. This is a rough way to
fill
holes left by unrendered small polygons.
By David Gasior
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