Overview of the CVars available through the Audio Translation Layer (ATL).
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Sets the number of pre-allocated Audio Events.
Toggles the logging of audio related messages.
Specifies the size (in KiB) of the memory pool to be used by the ATL.
Allows for filtered display of Audio Objects by a search string.
Sets the number of pre-allocated Audio Objects and corresponding audio proxies.
Can override AudioObjects' obstruction/occlusion ray type on a global scale.
Can override AudioProxies' init type on a global scale.
Sets the number of pre-allocated audio standalone files.
Holds the name of the audio implementation library to be used.
Allows for filtered display of audio triggers by a search string.
Limits drawing of audio object debug info to the specified distance around the active listeners. Setting this cvar to 0 disables the limiting.
Allows for filtered display of audio debug info by a search string.
The name of the ATL AudioTrigger which is used for playing back standalone files, when you call 'PlayFile' without specifying an override audioTriggerId that should be used instead.
Draws AudioTranslationLayer related debug data to the screen.
Executes an Audio Trigger.
Allows for filtered display of the different AFCM entries such as Globals, Level Specifics and Volatiles.
Sets the size in KiB the AFCM will allocate on the heap.
For the sounds, whose distance to the listener is greater than this value, the obstruction value gets attenuated with distance.
If set to 1, the sound system will continue playing when the Editor or Game window loses focus.
Within this distance occlusion calculation uses the most sample points for highest granularity.
Obstruction/Occlusion is not calculated for the sounds, whose distance to the listener is greater than this value. Setting this value to 0 disables obstruction/occlusion calculations.
Between end of high and this distance occlusion calculation uses a medium amount of sample points for medium granularity.
Physics rays are processed synchronously for the sounds that are closer to the listener than this value, and asynchronously for the rest (possible performance optimization).
A physics ray cast between audio listener and audio object stops at this distance before it hits the audio object.
An Audio Object has to move by at least this amount to issue a position update request to the audio system.
Sets an Audio Parameter value.
The first argument is the name of the AudioParameter to be set, the second argument is the float value to be set, the third argument is an optional AudioObject ID.
If the third argument is provided, the Parameter is set on the AudioObject with the given ID, otherwise, the AudioParameter is set on the GlobalAudioObject
Sets an Audio Switch to a provided State.
When drawing Audio Object names on the screen this CVar can be used to choose between all registered Audio Objects or only those that reference active audio triggers.
Stops an Audio Trigger.
Sets whether work on the audio thread is done in sync with the main thread or on its own pace.
An Audio Object has to change its velocity by at least this amount to issue an "object_speed" RTPC update request to the audio system.