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A3D Sin Console Commands

Now that the Sin 1.03 patch and Sin: Wages of Sin are released, I thought I would update you guys with the latest console variables for Sin. Before I sent out one for Half-Life, Sin, and Heretic II. Consider that one as being valid for Half-Life only now. Some of the defaults have changed for Sin and Heretic II. Here is the list for Sin (w/ 1.03 patch) and Wages of Sin:

Variable Name Default Value Description
"disable_a3d"   disables A3D
"enable_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.
"s_doppler" 0.00 adjusts doppler. Note that doppler is extremely sensitive, so for the moment we have disabled it.
"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).
"s_min_distance" 11 minimum distance before rolloff is applied to a source.
"s_max_distance" 10000.0 maximum distance before a source is muted.
"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.
"s_watereq" 0.1 Amount of high frequency rolloff to apply when blade 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_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.