--; sys_spec_sound [1/3/x]:
--; ... s_MPEGDecoders = 32/32/32
--; ... s_MaxChannels = 64/128/128
--; ... s_Obstruction = 1/1/1
--; ... s_ObstructionAccuracy = 1/1/1
--; ... s_ObstructionUpdate = 0.1/0.1/0.1
--; ... s_SoundMoodsDSP = 1/1/1
--; ... s_VariationLimiter = 1/1/1
--; help: Sets maximum number of ADPCM Decoder.
--; Usage: s_ADPCMDecoders 32
--; 0: <auto>, PC:32, PS3:0, X360:0
s_ADPCMDecoders
--; help: Controls whether to allow sound load requests that are not cached in the AFCM or not.
--; Usage: s_AllowNotCachedAccess [0/1]
--; 0: OFF (disallowing access to uncached data)
--; Default PC: 1, PS3: 1, XBox360: 1
s_AllowNotCachedAccess
--; help: Controls whether to allow SoundBanks to be FMOD patched or not.
--; This is only relevant for the PC and XBox360 platform! The PS3 naturally does not patch to FMOD!
--; Usage: s_AllowSoundBankPatching [0/1]
--; 0: OFF (not allowing patching to FMOD)
--; Default PC: 1, PS3: 0, XBox360: 1
s_AllowSoundBankPatching
--; help: Controls whether to allow streamed files to be AFCM cached or not.
--; This applies only to the first 256KiB of a streamed soundbank!
--; Usage: s_AllowStreamFileCaching [0/1]
--; 0: OFF (not allowing caching of streamed files' headers to the AFCM)
--; Default: 1
s_AllowStreamFileCaching
--; help: Sets the file name for the AudioFileCacheManager to parse.
--; Usage: s_AudioPreloadsFile <file name without extension>
--; Default: AudioPreloads
s_AudioPreloadsFile
--; help: Allows for overriding the sound file name on loading.
--; If enabled, "<sound>_mp" file will be loaded instead of "<sound>" file
--; Usage: s_autoMpSoundNameFixup [0/1]
--; Default is 0.
--s_autoMpSoundNameFixup
--; help: Internal minimum file block alignment in bytes.
--; Audio will read data in at least chunks of this size.
--; Usage: s_BlockAlignSize [0/...]
--; Default PC: 8192, PS3: 4096, XBox360: 4096
--; -1 is a FMOD Default and results in 2048 bytes.
s_BlockAlignSize
--; help: Sets the threshold where we check priority if we are using more then % of sound channels.
--; Default is 0.9
s_ChannelThreshold
--; help: toggles if dialog data are stored compressed in memory.
--; Usage: s_CompressedDialog [0/1]
--; Default is 1 (on).
s_CompressedDialog
--; help: Toggles which decoder should be preferred: <auto>, FSB, MP2, MP3, XMA, or WAV.
--; 0: <auto>, PC:2, PS3:3, X360:4
--; 1: Prefers FSB
--; 2: Prefers MP2
--; 3: Prefers MP3
--; 4: Prefers XMA
--; 5: Prefers WAV
--; Default is 0 (auto)
s_Compression
--; help: Controls if sound name are cache to allow early culling.
--; Usage: s_CullingByCache [0/1]
--; Default is 1 (on).
s_CullingByCache
--; help: Toggles sound debugging mode.
--; Usage: s_DebugSound [0/13]
--; 0: Disables debugging.
--; 1: Enables simple sound debugging.
--; 2: Enables full sound debugging.
--; 3: Enables sound event callback debugging.
--; 4: Enables sound event listener debugging.
--; 5: Enables sound syncpoint debugging.
--; 6: Enables simple memory debugging.
--; 7: Enables FMOD logging into fmod.log.
--; 8: Enables simple FMOD debugging into fmod.log.
--; 9: Enables complex FMOD debugging into fmod.log.
--; 10: Enables FMOD memory debugging into fmod.log.
--; 11: Enables logging of all FMOD output into fmod.log.
--; 12: Enables AudioDevice command logging to SoundCommands.xml.
--; 13: Enables logging of information on Voice files which have programmersounds.
--; Default is 0 (off).
s_DebugSound
--; help: Sets the volume of all dialog sounds.
--; Usage: s_DialogVolume 0.5
--; Default is 1, which is full volume.
s_DialogVolume
--; help: Controls for which type of event to draw the distance sphere.
--; Usage: s_DistanceSphereSemantic [0ab...] (flags can be combined)
--; Default: 0 (all)
--; 1 : Only Voice Sounds
--; 2 : No Voice Sounds
--; a : Ambience
--; b : Ambience Oneshots
--; c : Collisions
--; d : Dialog
--; e : MP Chat
--; f : Footsteps
--; g : General Physics
--; h : HUD
--; i : Unused
--; j : FlowGraph
--; k : Unused
--; l : Living Entity
--; m : Mechanic Entity
--; n : NanoSuit
--; o : SoundSpot
--; p : Particles
--; q : AI Pain/Death
--; r : AI Readability
--; s : AI Readability Response
--; t : TrackView
--; u : Projectile
--; v : Vehicle
--; w : Weapon
--; x : Explosion
--; y : Player Foley
--; z : Animation
s_DistanceSphereSemantic
--; help: Toggles Doppler effect on and off.
--; Usage: s_Doppler [0/1]
--; Default is 1 (on).
s_Doppler
--; help: Sets the strength of the Doppler effect.
--; Usage: s_DopplerValue 1.0 Default is 1.0. This multiplier affects the sound velocity.
s_DopplerScale
--; help: Toggles drawing of a blue radius around the sound's position and rays casted to test obstruction.
--; Usage: s_DrawObstruction [0/1]
--; Default is 0 (off).
--; 1: Draws the ball and casts rays to show the obstruction tests.
s_DrawObstruction
--; help: Toggles drawing of a small red ball at the sound's position and additional information.
--; Usage: s_DrawSounds [0..5]
--; Default is 0 (off).
--; 1: Draws the ball, filename and the current volume of the used channel for all active sounds.
--; 2: Draws the ball, used channel, static volume, current volume, SoundID of the used channel for all active sounds.
--; 3: Draws the ball, all information for all active sounds.
--; 4: Draws the ball, and information for all sounds (also inactive).
--; 5: Draws the ball plus filename, current volume of the used channel for all active sounds, name and values of the event parameter(s).
s_DrawSounds
--; help: Toggles dummy(NULL) sound system.
s_DummySound
--; help: Toggles to save a file of event structure.
--; Default is 0 (off).
--; 1: dumps event structure to eventstructure.txt.
--; Usage: s_DumpEventStructure [0/1].
s_DumpEventStructure
--; help: Controls for alternating routing for reverb path of an event so it goes from the layer dsp unit instead of the channel if enabled.
--; Usage: s_EffectsAffectReverb [0/1]
--; Default PC: 1, PS3: 1, XBox360: 1
s_EffectsAffectReverb
--; help: Toggles error sound playback.
--; Usage: s_ErrorSound [0/1]
--; Default is 1 (on).
s_ErrorSound
--; help: Toggles disk access on reading files.
--; 0: direct file access via CryPak
--; 1: indirect file access via StreamingSystem with wait
--; Default is 0.
s_FileAccess
--; help: Sets the size in KiB the AFCM will allocate from the heap.
--; Usage: s_FileCacheManagerSize [0/...]
--; Default PC: 81920 (80 MiB), PS3: 23552 (23 MiB), XBox360: 23552 (23 MiB) MWO:63840 ?!?
s_FileCacheManagerSize = 81920
--; help: Sets max of open file handles.
--; Usage: s_FileOpenHandleMax [1..]
--; Default PC: 30, PS3: 10.
s_FileOpenHandleMax
--; help: Toggles to find and stop lost events to prevent them from endlessly looping.
--; Default is 0 (off).
--; 1: finds and stops lost events.
--; Usage: s_FindLostEvents [0/1].
s_FindLostEvents
--; help: Toggles internal resampling method.
--; Usage: s_FormatResampler [0..3]
--; 0: none
--; 1: linear
--; 2: cubic
--; 3: spline
--; Default is 1 (linear).
s_FormatResampler
--; help: Sets the output sample rate.
--; Usage: s_FormatSampleRate 44100
--; Default is 48000. Sets the rate, in samples per second,
--; at which the output of the sound system is played.
s_FormatSampleRate
--; help: Sets the format data type.
--; Usage: s_FormatType [0..5]
--; 0: none
--; 1: PCM 8bit
--; 2: PCM 16bit
--; 3: PCM 24bit
--; 4: PCM 32bit
--; 5: PCM 32bit float
--; Default is 2 (PCM 16bit).
s_FormatType
--; help: Controls the dialog volume for game use.
--; Usage: s_GameDialogVolume 0.5
--; Default is 1, which is full volume.
s_GameDialogVolume
--; help: Allows for setting the application's master volume.
--; Usage: s_GameMasterVolume [0...1]
--; Default is 1 (full volume).
s_GameMasterVolume
--; help: Controls the music volume for game use.
--; Usage: s_GameMusicVolume 0.2
--; Default is 1.0
s_GameMusicVolume
--; help: Allows for "pausing" the reverb manager, meaning the currently registered reverb preset(s)
--; get saved and destroyed and recreated when unpaused again.
--; Usage: s_GameReverbManagerPause [0/1]
--; 0: unpaused
--; Default: 0
s_GameReverbManagerPause
--; help: Controls the sfx volume for game use.
--; Usage: s_GameSFXVolume 0.5
--; Default is 1, which is full volume.
s_GameSFXVolume
--; help: Enable and disable HDR sound
--; Usage: s_HDR [0..1]--; Default is 1 (on)
s_HDR
--; help: Range that HDR fades sounds
--; Usage: g_fHDRFade [0..1.0f]--; Default is 0.1f
s_HDRFade
--; help: How quickly sound adjusts back from current loudness
--; Usage: s_HDRFalloff [0..]--; Default is 6.0f
s_HDRFalloff
--; help: Reduction in Loudness per meter Squared
--; Usage: s_HDRLoudnessFalloff [0...]--; Default is 0.0001f
s_HDRLoudnessFalloff
--; help: Maximum loudness falloff due to distance, e.g something of loudness 0.8 can only ever be as quiet as 0.5 due to HDR
--; Usage: s_HDRLoudnessFalloffMax [0..1]--; Default is 0.2f
s_HDRLoudnessMaxFalloff
--; help: Full Volume range below loudest sound
--; Usage: s_HDRRange [0..1.0f]--; Default is 0.3f
s_HDRRange
--; help: Toggles extra lowpass filter for enhanced HRTF.
--; Usage: s_HRTF_DSP [0/1]
--; Default is 0 (on).
s_HRTF_DSP
--; help: Sets the number of sound hardware channels to use./nSo even if you have 256 channels only max of them will be used.
--; Default is 0.
s_HWChannels
--; help: This variable is for internal use only.
s_InactiveSoundIterationTimeout
--; help: Controls conversion of legacy event name to direct wav files (only for languages).
--; Usage: s_LanguagesConversion [0/1]
--; Default is 0 (off).
s_LanguagesConversion
--; help: Toggles loading data non-blocking.
--; Usage: s_LoadNonBlocking [0/1]
--; Default is 1.
s_LoadNonBlocking
--; help: Allows for setting the amount of time in milliseconds for how long load requests are being displayed on the screen.
--; Usage: s_LoadRequestsDisplayTime [0...n]
--; Default is 5000.0 (5 seconds).
s_LoadRequestsDisplayTime
--; help: Sets the maximum number of active sounds.
s_MaxActiveSounds
--; help: Sets the maximum number of sound channels.
--; Default is 64.
s_MaxChannels
--; help: Sets the size in MB of the primary sound memory pool. This memory is always located in main memory.
--; Usage: s_MemoryPoolSoundPrimary [0..]
--; 0: <auto>, PC:60, PS3:12, X360:28
--; Default is 0 <auto>.
s_MemoryPoolSoundPrimary
--; help: Controls at what fill ratio sound data is unloaded.
--; Usage: s_MemoryPoolSoundPrimaryRatio [0..1]
--; Default is 0.8.
s_MemoryPoolSoundPrimaryRatio
--; help: Sets the size in MB of the secondary sound memory pool. On PS3 it is located in RSX memory, on Xbox360 its Physical memory.
--; Usage: s_MemoryPoolSoundSecondary [0..]
--; 0: <auto>, PC:0, PS3:16, X360:4
--; Default is 0 <auto>.
s_MemoryPoolSoundSecondary
--; help: Sets the size in MB of the sound system memory pool. This memory is always located in main memory.
--; Usage: s_MemoryPoolSystem [0..]
--; 0: <auto>, PC:2.5, PS3:2.5, X360:2.5
--; Default is 0 <auto>.
s_MemoryPoolSystem
--; help: Prevents playback of a sound within time range in MS.
--; Usage: s_MinRepeatSoundTimeout [0..]
--; Default is 200.0.
s_MinRepeatSoundTimeout
--; help: Sets maximum number of MPEG Decoder.
--; Usage: s_MPEGDecoders 16
--; 0: <auto>, PC:32, PS3:32, X360:0
--; Default is 0 <auto>.
s_MPEGDecoders
--; help: Toggles adding the music sound under the music category of the eventsystem.
--; Usage: s_MusicCategory [0/1]
--; Default is 1 (on).
s_MusicCategory
--; help: enable/disable music
s_MusicEnable
--; help: Format used for streaming music data.--; Usage: s_MusicFormat 1.0
--; 0: (AD)PCM
--; 1: OGG
--; 4: FSB
--; Default is PC: 1 (OGG), Xbox360: 4 (FSB), PS3: 4 (FSB)
s_MusicFormat
--; help: Max simultaneously playing music patterns.
s_MusicMaxPatterns
--; help: Toggles profiling of music calls.
--; Usage: s_MusicProfiling [0/1]
--; Default is 0 (off).
s_MusicProfiling
--; help: Sets the volume of the back speakers.
--; Usage: s_MusicSpeakerBackVolume 0.3
--; Default is 0.0.
s_MusicSpeakerBackVolume
--; help: Sets the volume of the center speakers (front and back).
--; Usage: s_MusicSpeakerCenterVolume 0.0
--; Default is 0.0.
s_MusicSpeakerCenterVolume
--; help: Sets the volume of the front speakers.
--; Usage: s_MusicSpeakerFrontVolume 1.0
--; Default is 1.0.
s_MusicSpeakerFrontVolume
--; help: Sets the volume of the LFE speaker.
--; Usage: s_MusicSpeakerLFEVolume 0.2
--; Default is 0.5.
s_MusicSpeakerLFEVolume
--; help: Sets the volume of the side speakers.
--; Usage: s_MusicSpeakerSideVolume 0.2--; Default is 0.5.
s_MusicSpeakerSideVolume
--; help: Defines the way music is loaded and handled.
--; Usage: s_MusicStreaming [0..2]
--; 0: <auto>, streaming is defined by pattern
--; 1: Enforces streaming from disk for less memory usage
--; 2: Enforces preloading to memory for less disk seeks/reads
--; Default is 0 (auto).
s_MusicStreaming
--; help: Sets the music volume from 0 to 1 in the games option.
--; Usage: s_MusicVolume 0.2
--; Default is 1.0
s_MusicVolume
--; help: Allows for overriding the application's master volume when the window lost focus.
--; Usage: s_NoFocusVolume [0...1]
--; Default is 0 (total silence on no focus).
s_NoFocusVolume
--; help: Controls the maximum amount of concurrent loading threads. Can be changed during run time!
--; Usage: s_NumMaxLoadingThreads [1...5]
--; Default PC: 2, PS3: 2, XBox360: 2
s_NumLoadingThreadsToUse
--; help: Toggles sound obstruction effect.
--; Usage: s_Obstruction [0..2]
--; 0: off
--; 1: DSP based obstruction
--; 2: volume based obstruction
--; Default is 1 (DSP).
s_Obstruction
--; help: Toggles maximum obstruction effect.
--; Usage: s_ObstructionAccuracy [1..5]
--; 1: test Direct
--; 2: also test left side
--; 3: also test right side
--; 4: also test up
--; 5: also test down
--; Default is 1 (for now)
s_ObstructionAccuracy
--; help: Normalizes accumulated pierecability value for obstruction.
--; Usage: s_ObstructionMaxPierecability [0..]
--; 0: none
--; 100: a sound that is obstructed by accumulated material pierecability of 50 gets half obstruction
--; Default is 100
s_ObstructionMaxPierecability
--; help: Controls how much loud sounds are affected by obstruction.
--; Usage: s_ObstructionMaxRadius [0..]
--; 0: none
--; 500: a sound with a radius of 500m is not affected by obstruction
--; Default is 500m
s_ObstructionMaxRadius
--; help: Toggles maximum obstruction effect.
--; Usage: s_ObstructionMaxValue [0..1.0f]
--; 0: off
--; 1.0f: total maximum obstruction
--; Default is 0.85f.
s_ObstructionMaxValue
--; help: Controls how fast obstruction is re-evaluated in seconds.
--; Usage: s_ObstructionUpdate [0..]
--; 0: every frame
--; 0.5: every half seconds
--; Default is 0.1 (for now)
s_ObstructionUpdate
--; help: Controls the effect of additional obstruction per VisArea/portal step.
--; Usage: s_ObstructionVisArea [0..1]
--; 0: none
--; 0.15: obstruction per step
--; Default is 0.15
s_ObstructionVisArea
--; help: Enables update of the 'offscreen_angle' parameter on sound events.
--; Usage: s_OffscreenEnable [0/1]
--; Default is 0 (off).
s_OffscreenEnable
--; help: Sets up the preferred output configuration.
--; Usage: s_OutputConfig #
--; where # is a number between 0 and 3 representing
--; 0: AutoDetect
--; 1: DirectSound
--; 2: WAV-Writer
--; 3: WAV-Writer-NRT
--; Default is 0 (AutoDetect).
s_OutputConfig
--; help: Toggles filter to select certain sounds to be played only.
--; Default is 0 (off).
--; 1 : Only Voice Sounds
--; 2 : No Voice Sounds
--; +a : Ambience
--; +b : Ambience Oneshots
--; +c : Collisions
--; +d : Dialog
--; +e : MP Chat
--; +f : Footsteps
--; +g : General Physics
--; +h : HUD
--; +i : Unused
--; +j : FlowGraph
--; +k : Unused
--; +l : Living Entity
--; +m : Mechanic Entity
--; +n : NanoSuit
--; +o : SoundSpot
--; +p : Particles
--; +q : AI Pain/Death
--; +r : AI Readability
--; +s : AI Readability Response
--; +t : TrackView
--; +u : Projectile
--; +v : Vehicle
--; +w : Weapon
--; +x : Explosion
--; +y : Player Foley
--; +z : Animation
--; Usage: s_PlaybackFilter [1,2,a..z].
s_PlaybackFilter
--; help: Toggles precaching of static sounds on level loading.
--; Usage: s_PrecacheData [0/1]
--; Default is 0.
s_PrecacheData
--; help: Sets the duration of pre-caching data after level load in seconds.
--; Usage: s_PrecacheDuration [0...n]
--; Default: 15
s_PrecacheDuration
--; help: Toggles if weapon project files (w_*) are fully preloaded into memory to centralize allocations and reads.
--; Usage: s_PreloadWeaponProjects [0/1]
--; Default is 0 (off).
s_PreloadWeaponProjects
--; help: Controls rejection of sounds lower(higher) than this priority if 80% of voices are used.
--; Usage: s_PriorityThreshold [0..128]
--; Default is 45, value of 0 disables priority rejection.
s_PriorityThreshold
--; help: Toggles profiling of some sound calls.
--; Usage: s_Profiling [0/1]
--; Default is 0 (off).
s_Profiling
--; help: Sets up the preferred record configuration.
--; Usage: s_RecordConfig #
--; where # is a number from 0 to x representing
--; 0: AutoDetect (Control Panel Setting)
--; x: The index of a listed record driver
--; Default is 0 (AutoDetect).
s_RecordConfig
--; help: Enables reverb ray casting debug drawing. Needs s_ReverbDynamic to be not 0!
--; Usage: s_ReverbDebugDraw [0/1]
--; Default: 0
s_ReverbDebugDraw
--; help: Sets the current reverb's late reflection in seconds! (overrides dynamic values!)
--; Usage: s_ReverbDelay [0/0.1]
--; Default: -1
--; -1: Uses the value set within the reverb preset.
s_ReverbDelay
--; help: If greater than 0 enables dynamic reverb-delay and reverb-reflection-delay calculation dependent on the surrounding geometry!
--; The number than indicates a multiplier for the reverb-delay and reverb-reflection-delay effect.(1.0 manipulates nothing)
--; Usage: s_ReverbDynamic [0/...]
--; Default: 0
--; 0: Uses the static values set within the reverb preset.
s_ReverbDynamic
--; help: Toggles Echo DSP effect. Works only with s_ReverbType set to either 2 or 3!
--; Usage: s_ReverbEchoDSP [0/1]
--; Default: 1
--; 0: Bypasses Echo DSP effect.
--; 1: Enables Echo DSP effect. (~~~>Reverb~>Echo~>~~)
s_ReverbEchoDSP
--; help: Sets the current reverb's early reflection in seconds! (overrides dynamic values!)
--; Usage: s_ReverbReflectionDelay [0/0.3]
--; Default: -1
--; -1: Uses the value set within the reverb preset.
s_ReverbReflectionDelay
--; help: Toggles type of reverb effect.
--; Usage: s_ReverbType [0..2]
--; Default PC: 2, Xbox360: 2, PS3: 2.
--; 0: Disables reverb completely.
--; 1: Enables SW I3DL2 reverb (low quality).
--; 2: Enables SW I3DL2 reverb (high quality).
s_ReverbType
--; help: Sets the percentile volume of the sound effects.
--; Usage: s_SFXVolume 0.5
--; Default is 1, which is full volume.
s_SFXVolume
--; help: Sets the maximum number of software sound channels.
--; Default is 256.
s_SoftwareChannels
--; help: Toggles sound on and off.
--; Usage: s_SoundEnable [0/1]
--; Default is 1 (on). Set to 0 to disable sound.
s_SoundEnable
--; help: Toggles onscreen sound statistics.
--; Usage: s_SoundInfo [0..9]
--; 1: simple list of playing sounds.
--; 2: extended list of looping sounds.
--; 3: extended list of oneshot sounds.
--; 4: list of lost sounds.
--; 5: list of event soundbuffers.
--; 6: list of sample soundbuffers (dialog).
--; 7: list of wavebanks.
--; 8: displays music information.
--; 9: displays sound moods.
--; 10 shows Sound Moods values set within FMOD.
--; 11 shows memory usage by project.
--; 12 shows memory usage by project/group.
--; 13 shows memory usage by project/group:sound.
--; 14 shows overall memory stats.
--; 15 shows detailed listener infos.
--; Default is 0 (off).
s_SoundInfo
--; help: Writes a log file once in xml format with the current sound info setting.
--; Works currently only with s_SoundInfo 11, 12 and 13!
--; Usage: s_SoundInfoLogFile <file name without extension>
--; Default:
s_SoundInfoLogFile
--; help: Controls using sound moods for mixing.
--; Usage: s_SoundMoods [0/1]
--; Default is 1 (on).
s_SoundMoods
--; help: enables DSP effects being used in soundmoods.
--; Usage: s_SoundMoodsDSP [0/1]
--; Default is 1 (on).
s_SoundMoodsDSP
--; help: Sets the time in sec for entries in spam filter to time out.
--; Usage: s_SpamFilterTimeout 0 means spam filter is disables
--; Usage: s_SpamFilterTimeout [0..]
--; Default is 5 (on).
s_SpamFilterTimeout
--; help: Sets up the preferred speaker configuration.
--; Usage: s_SpeakerConfig #
--; where # is a number between 0 and 9 representing
--; 0: AutoDetect
--; 1: Mono
--; 2: Stereo
--; 4: Quad
--; 5: Surround
--; 6: 5Point1
--; 8: 7Point1
--; 9: Prologic
--; Default is 0 (AutoDetect).
s_SpeakerConfig
--; help: Toggles to stop sounds without internal fadeout.
--; Default is 0 (off).
--; 0: Stops sound with fadeout.
--; 1: Stops sounds without fadeout.
--; Usage: s_StopSoundsImmediately [0/1].
s_StopSoundsImmediately
--; help: Sets the internal buffer size for streams in raw bytes.
--; NOTE: This will only affect streams opened after this value has been changed!
--; Usage: s_StreamBufferSize [0/...]
--; Default PC: 131072, PS3: 65536, XBox360: 65536
s_StreamBufferSize
--; help: Toggles if dialog are streamed into main memory or FMOD makes a copy for itself.
--; Usage: s_StreamDialogIntoMemory [0/1]
--; Default is 1 (on) on PC, and 0 (off) on XBox.
s_StreamDialogIntoMemory
--; help: Toggles if project files are streamed into memory or middleware loads them blocking.
--; Usage: s_StreamProjectFiles [0/1]
--; Default is 1 (on).
s_StreamProjectFiles
--; help: Toggles unloading of sound data by the AssetManager.
--; Usage: s_UnloadData [0/1]
--; Default is 1.
s_UnloadData
--; help: Toggles automatic unloading of a project if it was not in use for 20 secs.
--; Usage: s_UnloadProjects [0/1]
--; Default is 0.
s_UnloadProjects
--; help: Sets count of sound objects that get stored in the unused sounds list.
--; Usage: s_UnusedSoundCount [0/...]
--; Default is 64.
s_UnusedSoundCount
--; help: Sets limiter to control sound variation.
--; Usage: s_VariationLimiter [0..1]
--; Default is 1.0.
s_VariationLimiter
--; help: Sets the vis area propagation number.
--; Usage: s_VisAreasPropagation 5
--; Default is 5. This number defines how far sound will
--; propagate, in vis areas from the player's position. A
--; value of 1 means the sound is only heard in the current
--; vis area, while 3 means sound is heard in adjacent areas
--; which are connected by one portal.
s_VisAreasPropagation
--; help: Toggles if sounds with zero volume force to go virtual.
--; Usage: s_Vol0TurnsVirtual [0/1]
--; Default is 1 (on).
s_Vol0TurnsVirtual
--; help: Enables audio volume debug drawing for the specified category.
--; Usage: s_VUMeter <category name>
s_VUMeter
--; help: Sets maximum number of XMA Decoder.
--; Usage: s_XMADecoders 32
--; 0: <auto>, PC:0, PS3:0, X360:48
--; Default is 0 <auto>.
s_XMADecoders