S_Sound Flashcards Preview

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Flashcards in S_Sound Deck (112)
1

s_ADPCMDecoders

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

2

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

3

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

4

s_AudioPreloadsFile

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

5

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.

6

s_CompressedDialog

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

7

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)

8

s_CullingByCache

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

9

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.

10

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).

11

s_DialogVolume

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

12

s_Doppler

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

13

s_DopplerScale

Sets the strength of the Doppler effect.
Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity.

14

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.

15

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).

16

s_DummySound

Toggles dummy(NULL) sound system.

17

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].

18

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

19

s_ErrorSound

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

20

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.

21

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

22

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).

23

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 .

24

s_FileOpenHandleMax

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

25

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].

26

s_FormatResampler

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

27

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.

28

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).

29

s_GameDialogVolume

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

30

s_GameMusicVolume

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

31

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

32

s_GameSFXVolume

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

33

s_HDR

Enable and disable HDR sound
Usage: s_HDR [0..1]Default is 1 (on)

34

s_HDRDebug

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

35

s_HDRFade

Range that HDR fades sounds
Usage: g_fHDRFade [0..1.0f]Default is 0.3f

36

s_HDRFalloff

How quickly sound adjusts back from current loudness
Usage: s_HDRFalloff [0..1.0f]Default is 1.0f

37

s_HDRLoudnessFalloff

Reduction in Loudness per meter Squared
Usage: s_HDRLoudnessFalloff [0...]Default is 0.002f

38

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

39

s_HDRRange

Full Volume range below loudest sound
Usage: s_HDRRange [0..1.0f]Default is 0.2f

40

s_HRTF_DSP

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

41

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.

42

s_InactiveSoundIterationTimeout

This variable is for internal use only.

43

s_LanguagesConversion

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

44

s_LoadNonBlocking

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

45

s_LoadRequestsDisplayTime

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

s_MaxActiveSounds

Sets the maximum number of active sounds.

47

s_MaxChannels

Sets the maximum number of sound channels.
Default is 64.

48

s_MemoryPoolSoundPrimary

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

s_MemoryPoolSoundPrimaryRatio

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

50

s_MemoryPoolSoundSecondary

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

s_MemoryPoolSystem

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

s_MinRepeatSoundTimeout

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

53

s_MPEGDecoders

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

54

s_MusicCategory

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

55

s_MusicEnable

enable/disable music

56

s_MusicFormat

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

s_MusicInfoDebugFilter

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

s_MusicMaxPatterns

Max simultaneously playing music patterns.

59

s_MusicProfiling

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

60

s_MusicSpeakerBackVolume

Sets the volume of the back speakers.
Usage: s_MusicSpeakerBackVolume 0.3Default is 0.0.

61

s_MusicSpeakerCenterVolume

Sets the volume of the center speakers (front and back).
Usage: s_MusicSpeakerCenterVolume 0.0Default is 0.0.

62

s_MusicSpeakerFrontVolume

Sets the volume of the front speakers.
Usage: s_MusicSpeakerFrontVolume 1.0Default is 1.0

63

s_MusicSpeakerLFEVolume

Sets the volume of the LFE speaker.
Usage: s_MusicSpeakerLFEVolume 0.2Default is 0.5.

64

s_MusicSpeakerSideVolume

Sets the volume of the side speakers.
Usage: s_MusicSpeakerSideVolume 0.2Default is 0.5.

65

s_MusicStreaming

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

s_MusicVolume

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

67

s_NetworkAudition

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

68

s_NumLoadingThreadsToUse

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

s_Obstruction

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

70

s_ObstructionAccuracy

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

s_ObstructionMaxPierecability

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

s_ObstructionMaxRadius

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

s_ObstructionMaxValue

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

74

s_ObstructionUpdate

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

s_ObstructionVisArea

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

s_OffscreenEnable

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

77

s_OutputConfig

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

s_PlaybackFilter

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

s_PrecacheData

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

80

s_PrecacheDuration

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

81

s_PreloadWeaponProjects

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

s_PriorityThreshold

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

s_Profiling

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

84

s_RecordConfig

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

s_ReverbDebugDraw

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

86

s_ReverbDelay

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

s_ReverbDynamic

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

s_ReverbEchoDSP

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

s_ReverbInstances

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

90

s_ReverbReflectionDelay

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

s_ReverbType

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

s_SFXVolume

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

93

s_SoftwareChannels

Sets the maximum number of software sound channels.
Default is 256.

94

s_SoundEnable

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

95

s_SoundInfo

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

s_SoundInfoLogFile

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

s_SoundMoods

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

98

s_SoundMoodsDSP

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

99

s_SpamFilterTimeout

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

s_SpeakerConfig

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

s_StopSoundsImmediately

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

s_StreamBufferSize

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

s_StreamDialogIntoMemory

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

s_StreamProjectFiles

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

105

s_UnloadData

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

106

s_UnloadProjects

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

107

s_UnusedSoundCount

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

108

s_VariationLimiter

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

109

s_VisAreasPropagation

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

s_Vol0TurnsVirtual

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

111

s_VUMeter

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

112

s_XMADecoders

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