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A3D CONSOLE VARIABLES

Half Life (Sierra Studios/Valve Software), Sin (Activision/Ritual), and Heretic II (Activision/Raven) all are based on the Quake II engine and share an A3D implementation that can be modified through the use of console variables.

The following is a list of the console variables that can be changed by the player. Please note that some of the variables (those listed at the bottom) apply to A3D 2.0 only, and players must have the A3D 2.0 version of the game in order to adjust those variables.

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 quotes"
;; - default value
;; - brief description
;; - allowable values ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

"enable_a3d"
- Turns A3D on.

"disable_a3d"
- Turns A3D off.

"s_rolloff"
- 1.0
- 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 -> 10.0

"s_doppler"
- 0.00 - Adjusts doppler - this setting is very sensitive which is why it is currently disabled.
- 0.0 -> 10.0

"s_distance"
- 15 - Adjusts the ratio of game units to meters - affecting velocity, positioning, and distance. The higher this number, the closer everything gets (in audio terms).
- 0.0 -> infinity

"s_min_distance"
- 8.0 - Minimum distance a source will be from the listener before rolloff is applied to it. Sources with a value lower than s_min_distance will play at full volume.
- 0.0 -> s_max_distance

"s_max_distance"
- 1000.0 - Maximum distance from the listener before rolloff is no longer applied.
- s_min_distance -> infinity

"s_2dvolume"
- 0.9 - Maximum volume at which 2D sounds are played. 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 normalize volume.
- 0.0 - 1.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; 2.0-specific Console Variables
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

"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"
- 0.42 - 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"
- 4 - 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"
- 0.25 - 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"
- 200 - 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"
- 2.0 - 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.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Half-Life-specific Console Variables
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

"s_verbwet"
- 0.25 - Controls the wet/dry mix of reverb; The higher the number, the more wet (more reverb) the sounds.
- 0.0 -> 1.0

 

Updated 12/09/98.
Copyright (c) 1998 Aureal Semiconductor.