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erik3227

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erik3227

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Increases the volume of NPC footsteps, making them easier to hear and locate, possibly for stealth or immersion purposes.

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[/Script/Engine.AudioSettings]This section configures the core engine's audio behavior:
  • au.EnableBinauralAudioForAllSpatialSounds=1
    Enables binaural processing for all spatialized sounds, improving 3D audio realism—particularly when using headphones.
  • bAllowCenterChannel3DPanning=True
    Allows 3D spatial panning of center-channel audio, useful for accurately positioning sounds that would otherwise play only through the center speaker.
  • bEnableBinauralRendering=True
    Enables advanced binaural rendering, which simulates how sound is perceived by the human ear, enhancing directional awareness.
  • au.EnableSoundOcclusion=1
    Activates sound occlusion, allowing sounds to be affected by obstacles—such as walls—between the source and the listener, adding realism.
  • au.SpatializationMethod=2
    Specifies the method used for spatialization. Value 2 typically refers to HRTF (Head-Related Transfer Function), enabling accurate 3D sound placement.
  • bEnableHRTF=True
    Explicitly enables HRTF spatialization, which uses a model of the human ear to simulate 3D audio directionality.
[/Script/AkAudio.AkSettings]Settings related to Audiokinetic’s Wwise audio middleware:
  • bEnableMultiCoreRendering=True
    Enables multi-threaded audio processing for better performance and responsiveness, particularly in complex soundscapes.
[Audio]Game-specific audio balancing:
  • FootstepVolumeMultiplier=2.0
    Doubles the volume of all footstep sounds, likely to emphasize player movement.
  • NPCFootstepVolume=2.0
    Increases the volume of NPC footsteps, making them easier to hear and locate, possibly for stealth or immersion purposes.
Summary:These settings collectively enable high-fidelity 3D audio with binaural rendering, realistic sound behavior (like occlusion), and improved performance via multi-core processing. The volume boosts for footsteps suggest a design choice to make environmental audio cues more prominent—ideal for games with stealth, exploration, or tactical elements.