PlatformSpecificAudioDefines.xml 1.5 KB

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  1. <?xml version="1.0" encoding="utf-8"?>
  2. <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  3. <!-- This is where all the audio settings specific to a platform go, as a series of defines.
  4. There is one of these files in each platform directory; if you add new stuff here, you
  5. must add it to all the platforms.
  6. You should always include it using the statement:
  7. <Include type="instance" source="DATA:Includes/PlatformSpecificAudioDefines.xml"/>
  8. The "DATA:" allows this to be platform-specific.
  9. This is the >>>>>> PC <<<<<<< version of the file
  10. -->
  11. <Defines>
  12. <Define name="PLATFORM_SPECIFIC_MAX_AMBIENT_STREAMS" value="2" />
  13. <Define name="PLATFORM_SPECIFIC_2D_VOLUME_MULTIPLIER" value="100%" /> <!-- PC is the reference volume, but 360 needs to raise its overall volume a bit -->
  14. <Define name="PLATFORM_SPECIFIC_3D_VOLUME_MULTIPLIER" value="100%" />
  15. <Define name="PLATFORM_SPECIFIC_STREAM_BUFFER_SIZE_PER_CHANNEL" value="65536" />
  16. <Define name="PLATFORM_SPECIFIC_DONT_LOAD_THIRD_VARIATION_WHEN_FILE_READ_QUEUE_IS_LONGER_THAN" value="50" /> <!-- Since the PC takes < 10 ms per file, this is < half a second -->
  17. <Define name="PLATFORM_SPECIFIC_DONT_LOAD_SECOND_VARIATION_WHEN_FILE_READ_QUEUE_IS_LONGER_THAN" value="100" /> <!-- one second-->
  18. <Define name="PLATFORM_SPECIFIC_DONT_LOAD_FOR_LOW_PRIORITY_SOUNDS_WHEN_FILE_READ_QUEUE_IS_LONGER_THAN" value="100" /> <!-- one second-->
  19. </Defines>
  20. </AssetDeclaration>