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FAQ: Heretic 2's A3D
CONSOLE VARIABLES
For A3D console variables for other A3D2
games go to our A3D
console variable page.
WARNING!
Changing these settings could seriously affect your listening experience of these games.
Only experienced users should change these values; please refer to the defaults listed for
each variable to return the game to its original settings.
Brief description of the A3D console
variables
Key:
"variable name, in Bold quotes"
- default value
- brief description
- allowable values
"disable_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 - when the rolloff value is increased, the
effects of distance are increased: high frequencies are filtered and volume is lowered.
- 0.0 -> 1.0
"s_doppler"
adjusts doppler
"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)
- 0.0 -> infinity
"s_min_distance"
- 11
- minimum distance before rolloff is applied to a source
- 0.0 -> s_max_distance
"s_max_distance"
- 10000.0
- maximum distance before a source is muted
- s_min_distance -> infinity
"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
- 0.0 -> 1.0
"s_watereq"
- 0.1
- Amount of high frequency rolloff to apply when Corvus 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_corvushears"
- 1
- places the listener point where all sounds are positioned in relation
to - 1 is on Corvus's head; 0 is on the camera
- 0 or 1
"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.
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