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