Console/Sound

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Console variables and commands for the sound system.
variable: s_ADPCMDecoders REQUIRE_APP_RESTART
type: int
current: 32
help: Sets maximum number of ADPCM Decoder.
Usage: s_ADPCMDecoders 32
Default is 32.

variable: s_CacheSize 
type: int
current: 50
help: Sets the size of the sound memory cache in MB.
Usage: s_CacheSize [0..]
Default is 80.

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

variable: s_DebugMusic DUMPTODISK
type: int
current: 0
help: Changes music-debugging verbosity level.
Usage: s_DebugMusic [0/4]
Default is 0 (off). Set to 1 (up to 4) to debug music.

variable: s_DebugSound 
type: int
current: 0
help: Toggles sound debugging mode.
Usage: s_DebugSound [0/4]
0: Disables debugging.
1: Enables sound debugging.
4: Enables AudioDevice debugging.
5: Enables more AudioDevice debugging.
6: Enables AudioDevice command logging to SoundCommands.xml
Default is 0 (off).

variable: s_DialogVolume DUMPTODISK
type: float
current: 1
help: Sets the volume of all dialog sounds.
Usage: s_DialogVolume 0.5
Default is 1, which is full volume.

variable: s_Doppler DUMPTODISK
type: int
current: 1
help: Toggles Doppler effect on and off.
Usage: s_Doppler [0/1]
Default is 1 (on).

variable: s_DopplerScale DUMPTODISK
type: float
current: 1
help: Sets the strength of the Doppler effect.
Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity.

variable: s_DrawObstruction 
type: int
current: 0
help: 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.

variable: s_DrawSounds 
type: int
current: 0
help: 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).

variable: s_DummySound DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: Toggles dummy(NULL) sound system.


variable: s_DumpEventStructure 
type: int
current: 0
help: Toggles to save a file of event structure.
Default is 0 (off).
1: dumps event structure to eventstructure.txt.
Usage: s_DumpEventStructure [0/1].

variable: s_ErrorSound 
type: int
current: 1
help: Toggles error sound playback.
Usage: s_ErrorSound [0/1]
Default is 1 (on).

variable: s_FormatResampler REQUIRE_APP_RESTART
type: int
current: 1
help: Toggles  internal resampling method.
Usage: s_FormatResampler [0..3]
0: none
1: linear
2: cubic
3: spline
Default is 1 (linear).

variable: s_FormatSampleRate REQUIRE_APP_RESTART
type: int
current: 44100
help: 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.

variable: s_FormatType REQUIRE_APP_RESTART
type: int
current: 2
help: 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).

variable: s_GameDialogVolume 
type: float
current: 1
help: Controls the dialog volume for game use.
Usage: s_GameDialogVolume 0.5
Default is 1, which is full volume.

variable: s_GameMusicVolume 
type: float
current: 1
help: Controls the music volume for game use.
Usage: s_GameMusicVolume 0.2
Default is 1.0

variable: s_GameSFXVolume 
type: float
current: 1
help: Controls the sfx volume for game use.
Usage: s_GameSFXVolume 0.5
Default is 1, which is full volume.

variable: s_HRTF_DSP REQUIRE_APP_RESTART
type: int
current: 0
help: Toggles extra lowpass filter for enhanced HRTF.
Usage: s_HRTF_DSP [0/1]
Default is 0 (on).

variable: s_InactiveSoundIterationTimeout DUMPTODISK
type: float
current: 1
help: This variable is for internal use only.

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

variable: s_LoadNonBlocking 
type: int
current: 1
help: Toggles loading data non-blocking.
Usage: s_LoadNonBlocking [0/1]
Default is 1.

variable: s_MaxActiveSounds DUMPTODISK
type: int
current: 100
help: Sets the maximum number of active sounds.


variable: s_MaxChannels DUMPTODISK
type: int
current: 64
help: Sets the maximum number of sound channels.
Default is 64.


variable: s_MaxHWChannels DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: Sets the maximum number of sound hardware channels used./nSo even if you have 256 channels only max of them will be used.
Default is 0.


variable: s_MinHWChannels DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: Sets the minimum number of sound hardware channels used.
Usage: s_MinHWChannels 16
Default value is 0. This is the number of hardware channels
used to play back game sound. If the hardware does not have
the required channels, the system will use software mixing,
resulting in reduced performance (no eax).
0 forces software mixing.


variable: s_MinRepeatSoundTimeout DUMPTODISK
type: float
current: 200
help: Prevents playback of a sound within time range in MS.
Usage: s_MinRepeatSoundTimeout [0..]
Default is 200.0.

variable: s_MPEGCompression DUMPTODISK
type: int
current: 0
help: Toggles if MP2, MP3 or WAV should be played back.
Default is 0 (WAV).
0: Prefers WAV
1: Unused
2: Prefers MP2
3: Prefers MP3


variable: s_MPEGDecoders REQUIRE_APP_RESTART
type: int
current: 16
help: Sets maximum number of MPEG Decoder.
Usage: s_MPEGDecoders 16
Default is 32.

variable: s_MusicEnable DUMPTODISK
type: int
current: 1
help: enable/disable music

variable: s_MusicMaxPatterns DUMPTODISK
type: int
current: 12
help: Max simultaniously playing music patterns.


variable: s_MusicSpeakerBackVolume DUMPTODISK
type: float
current: 0
help: Sets the volume of the back speakers.
Usage: s_MusicSpeakerBackVolume 0.3Default is 0.0.

variable: s_MusicSpeakerCenterVolume DUMPTODISK
type: float
current: 0
help: Sets the volume of the center speakers (front and back).
Usage: s_MusicSpeakerCenterVolume 0.0Default is 0.0.

variable: s_MusicSpeakerFrontVolume DUMPTODISK
type: float
current: 1
help: Sets the volume of the front speakers.
Usage: s_MusicSpeakerFrontVolume 1.0Default is 1.0.

variable: s_MusicSpeakerLFEVolume DUMPTODISK
type: float
current: 0.5
help: Sets the volume of the LFE speaker.
Usage: s_MusicSpeakerLFEVolume 0.2Default is 0.5.

variable: s_MusicSpeakerSideVolume DUMPTODISK
type: float
current: 0.5
help: Sets the volume of the side speakers.
Usage: s_MusicSpeakerSideVolume 0.2Default is 0.5.

variable: s_MusicStreamedData DUMPTODISK
type: int
current: 1
help: Data used for streaming music data.
0 - (AD)PCM
1 - OGG

variable: s_MusicVolume DUMPTODISK
type: float
current: 0.6
help: Sets the music volume from 0 to 1 in the games option.
Usage: s_MusicVolume 0.2
Default is 0.5

variable: s_NetworkAudition REQUIRE_APP_RESTART
type: int
current: 0
help: Toggles network audition (opens port/needs restart).
Usage: s_NetworkAudition [0/1]
Default is 0 (off).

variable: s_Obstruction REQUIRE_APP_RESTART
type: int
current: 2
help: Toggles sound obstruction effect.
Usage: s_Obstruction [0..2]
0: off
1: DSP based obstruction
2: volume based obstruction
Default is 1 (DSP).

variable: s_ObstructionAccuracy 
type: int
current: 0
help: 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)

variable: s_ObstructionMaxPierecability 
type: float
current: 100
help: 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 

variable: s_ObstructionMaxRadius 
type: float
current: 500
help: 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 

variable: s_ObstructionMaxValue 
type: float
current: 0.95
help: Toggles maximum obstruction effect.
Usage: s_ObstructionMaxValue [0..1.0f]
0:		 off
1.0f: total maximum obstruction
Default is 0.85f.

variable: s_ObstructionUpdate 
type: float
current: 1
help: Controls how fast obstruction is re-evaluated in seconds.
Usage: s_ObstructionUpdate [0..]
0:		 every frame
0.5:	 every half seconds
Default is 0.5 (for now)

variable: s_ObstructionVisArea 
type: float
current: 0.15
help: 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 

variable: s_OutputConfig DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: 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 (DirectSound).

variable: s_PlaybackFilter 
type: int
current: 0
help: 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].

variable: s_PrecacheData 
type: int
current: 1
help: Toggles precaching of static sounds on level loading.
Usage: s_PrecacheData [0/1]
Default is 1 (on for E3).

variable: s_PriorityThreshold 
type: int
current: 45
help: 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.

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

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


variable: s_ReverbType 
type: int
current: 0
help: Toggles type of reverb effect.
Usage: s_ReverbType [0..6]
Default is 2 (software).
0: Disables reverb completely.
1: Enables HW I3DL2 reverb (EAX).
2: Enables SW I3DL2 reverb.
3: Enables DSP based FreeVerb Reverb.
4: Enables DSP based VST plugin: Classic Reverb.
5: Enables DSP based Princeton2016 (disabled).
6: Enables DSP based RoomMachine844.


variable: s_SFXVolume DUMPTODISK
type: float
current: 1
help: Sets the percentile volume of the sound effects.
Usage: s_SFXVolume 0.5
Default is 1, which is full volume.

variable: s_SoftwareChannels DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 256
help: Sets the maximum number of software sound channels.
Default is 256.


variable: s_SoundEnable DUMPTODISK
type: int
current: 1
help: Toggles sound on and off.
Usage: s_SoundEnable [0/1]
Default is 1 (on). Set to 0 to disable sound.

variable: s_SoundInfo 
type: int
current: 0
help: Toggles onscreen sound statistics.
Usage: s_SoundInfo [0..9]
1: simple list of playing sounds.
2: extended list of registered sounds.
3: list of lost sounds.
4: simple list of playing sounds.
5: list of soundbuffers.
6: simple list of playing sounds.
8: displays music information.
9: displays sound moods.
Default is 0 (off).

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

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

variable: s_SpeakerConfig DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: Sets up the preferred speaker configuration.
Usage: s_SpeakerConfig #
where # is a number between 0 and 7 representing
 0: Control Panel Settings
	1: Mono
	2: Stereo
	3: Headphone
	4: 4Point1
	5: 5Point1
	6: Prologic
	7: 7Point1
Default is 0 (Control Panel Setting).

variable: s_StopSoundsImmediately 
type: int
current: 0
help: 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].

variable: s_UnloadData 
type: int
current: 1
help: Toggles unloading of sound data by the AssetManager.
Usage: s_UnloadData [0/1]
Default is 1 (on could be off for E3 machines).

variable: s_VariationLimiter REQUIRE_APP_RESTART
type: float
current: 0.3
help: Sets limiter to control sound variation.
Usage: s_VariationLimiter [0..1]
Default is 1.0.

variable: s_VisAreasPropagation DUMPTODISK
type: int
current: 5
help: 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.

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

variable: s_XMADecoders REQUIRE_APP_RESTART
type: int
current: 0
help: Sets maximum number of XMA Decoder.
Usage: s_XMADecoders 32
Default is 0.
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