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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