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
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 .