Quake3 1.1x supports A3D, to enable this you will need
drivers that support A3D for your sound card. If you do not have an Aureal chipset card
but do have a Soundblaster card or any card that supports Directsound / EAX such as the
SBLive then download the generic A3D emulation drivers
and install using the .inf file by right clicking on a2d.inf and selecting
'install'.
A full list of Quake3 A3D commands taken from Vortex of Sound's
Quake3 page follows, note that Quake3 1.27 appears to have removed A3D support.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Brief description of the A3D console variables
;;
;; Key
;; ---
;; "variable name, in quotes"
;; - default value
;; - brief description
;; - value range
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Vars
----
"/s_disable_a3d"
- disables A3D
"/s_enable_a3d"
- enables A3D
"/s_usingA3D"
- displays whether or not A3D is enabled (1) or disabled (0). This setting is for display
only - it cannot be used to change the A3D properties in the game.
"/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 as sources
move further away.
- 0.0 -> 1.0
"/s_doppler"
- 1.0
- adjusts doppler, where 1.0 is normal doppler and 5.0 is extreme doppler.
- 0.0 -> 10.0
"/s_distance"
- 100
- 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"
- 3
- minimum distance before rolloff is applied to a source.
- 0.0 -> s_max_distance
"/s_max_distance"
- 1000
- maximum distance before a source is muted.
- s_min_distance -> infinity
"/s_2dvolume"
- 0.7
- 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"
- 0.2
- Amount of high frequency rolloff to apply when underwater. 1.0 is air.
- 0.0 -> 1.0
"/s_fogeq"
- 0.8
- Amount of high frequency rolloff to apply when in fog. 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"
- 0
- 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"
- 0.45
- 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"
- 2.0
- 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"
- 0.5
- 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_occ_eq"
- 0.75
- high frequency rolloff value of material - the smaller the number, the more high
frequencies are filtered by 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"
- 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.
- 0 -> infinity
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