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[AudioVisual]

INI referenceRules[AudioVisual]

Settings read from [AudioVisual].

92 of 92

KeyDescriptionValueWhen omitted
AllyRevealWhether an ally's objects reveal terrain for the local player.booleanyes
AmbientChangeRateMinutes between one step of the ambient light fade and the next.floating point.2
AmbientChangeStepHow far the ambient light moves on each step of a fade, as a fraction of full ambient light.floating point.1
AtmosphereEntryThe animation drawn high above the map where a drop pod enters the scenario.classnone
BarrelDebrisThe voxel wreckage thrown clear when an exploding overlay is set off.typelist(empty)
BarrelExplodeThe explosion animation played where an exploding overlay is set off.classnone
BarrelParticleThe particle system released by an exploding overlay, on one blast in four.classnone
BlowupSoundSound a structure makes as damage carries it past a condition threshold.soundnone
BombParachuteNo effectParsed canopy animation that nothing ever falls under.classnone
BridgeExplosionsThe explosions that accompany a bridge span coming down.typelist(empty)
BuildingDropThe sound played as a deploying construction vehicle becomes a structure.soundnone
BuildingSlamThe sound played as a structure the local player has placed settles onto the map.soundnone
ChuteSoundSound of a parachute opening under a passenger dropped from an aircraft.soundnone
CloakSoundThe sound played at an object's position as it starts to hide or to reappear.soundnone
ConditionRedThe fraction of maximum strength at or below which an object counts as critically damaged.floating point.5
ConditionYellowThe fraction of maximum strength at or below which an object counts as damaged.floating point.5
ConstructionNo effectParsed sound that the engine never plays.soundnone
CreditTicksThe two sounds the credit readout plays as it counts, the first while it rises and the second while it falls.list of sounds(empty)
CrumbleSoundSound a structure makes as its destruction sequence begins.soundnone
DeadBodiesThe corpse animations left where an infantryman finishes a death sequence.typelist(empty)
DeploySoundThe sound a structure makes as its build-up begins, and the sound played when the player orders a selection to deploy.soundnone
DigThe animation played where a subterranean vehicle breaks the surface.classnone
DigSoundSound of a subterranean unit breaking the surface on its way down or up.soundnone
DropPodThe marks a drop pod leaves on the ground where it touches down.typelist(empty)
DropPodPuffNo effectParsed animation reference that drop-pod logic never uses.classnone
DropZoneAnimThe flare that marks a reinforcement drop zone and lights the ground around itself.classnone
DropZoneRadiusHow far around a drop zone flare the map is revealed, in cells.distance (cells)4
EMPulseSparklesThe animation attached to an object an EM pulse stuns.classnone
EnemyHealthNo effectFlag intended to hide an enemy object's condition bar.booleanyes
ExtraAircraftLightExtra brightness every aircraft is drawn with, as a fraction of full light.floating point0
ExtraInfantryLightExtra brightness every infantryman is drawn with, as a fraction of full light.floating point0
ExtraUnitLightExtra brightness every vehicle is drawn with, as a fraction of full light.floating point0
FirestormActiveAnimThe animation a raised firestorm wall section carries while it is not part of a straight run.classnone
FirestormAirAnimThe animation a raised firestorm wall creates when what it catches is more than 100 leptons above the ground.classnone
FirestormGroundAnimThe animation a raised firestorm wall creates when what it catches is at or below 100 leptons above the ground.classnone
FirestormIdleAnimThe animation a raised firestorm wall section flickers over itself at random.classnone
FlamingInfantryThe burning figure left where fire kills an infantryman.classnone
FogRateGame minutes between fog of war regrowth passes.floating point.05
GameClosedSound played in the network game list when a listed game stops accepting players.soundnone
GameFormingSound played in the network game list when a joinable game appears.soundnone
GateDownThe sound played at a gate as its door starts opening.soundnone
GateUpThe sound played at a gate as its door starts closing.soundnone
GenericBeepSound acknowledging a volume slider move and a moderation action in the online lobby.soundnone
GenericClickSound acknowledging a repair or sell click on a structure, and a click on a dialog control.soundnone
GravityThe downward pull applied each frame to ballistic shots, hover cushions and particles.integer3
GuardSoundSound acknowledging the guard command.soundnone
IceCrackSoundsThe sounds a snow-theater ice tile picks from as it cracks.list of sounds(empty)
IceGrowthRateMinutes between passes of the ice sheet creeping out across open water.floating point1
IceSolidifyFrameTimeFrames a cracked ice cell waits before it freezes back to solid.integer500
IdleActionFrequencyBase interval, in minutes, between one infantryman's idle actions.floating point.083
IncomingMessageSound played whenever a line is added to the on-screen message list.soundnone
InfantryExplodeThe explosion that stands in for an infantry death animation.classnone
IonBeamThe column of light drawn where an ion cannon strike lands.classnone
IonBlastThe ring of fire drawn where an ion cannon strike meets the ground.classnone
LargeFireThe greater of the two flames the engine lights for itself.classnone
LightningSoundSelects the sound played by each ion storm lightning bolt.soundnone
MessageDelayMinutes an engine-raised message stays on screen.floating point.6
MetallicDebrisThe animations three different paths throw up as wreckage — an ion storm strike, a collapsing bridge, and an object destroyed with no debris types of its own.typelist(empty)
MoveFlashThe animation dropped on the cell a move order points at.classnone
MovieTimeNo effectLength, in minutes, intended for a debug screen capture sequence.floating point.25
NamedCiviliansNo effectFlag intended to name civilian objects outright.booleanno
OnFireThe three flames a structure shows when a sparky warhead knocks it down a damage level.typelist(empty)
OptionsChangedSound played when the main menu accepts a typed cheat string.soundnone
ParachuteThe canopy drawn above a paradropped passenger on the way down.classnone
PlayerJoinedSound played in a network lobby when another player enters the game being set up.soundnone
PlayerLeftSound played in a network lobby when a player drops out of the game being set up.soundnone
PoseDirFacing an aircraft parks at when it has nothing else to line up with.integer0
RadarOffSound played as the radar pane begins closing.sound<none>
RadarOnSound played as the radar pane begins opening.sound<none>
SavourDelayDelay, in minutes, between a house's fate being decided and it being carried out.floating point.03
ScatterSoundSound acknowledging the scatter command.soundnone
ScoldSoundThe sound played when the interface refuses a request.soundnone
ScrollMultiplierFactor applied to the distance each edge scroll step moves the tactical view.floating point1
SellSoundSound played as a structure, a unit or a wall section is sold back.soundnone
ShakeScreenDivisor for a shake count that nothing acts on.integer400
ShroudGrowWhether the shroud creeps back over terrain that nothing is watching.booleanno
ShroudRateGame minutes between shroud regrowth passes.floating point4
SmallFireThe lesser of the two flames the engine lights for itself.classnone
SmokeNo effectParsed animation that the engine never creates.classnone
SpeakDelayMinutes an EVA announcement waits before it may be repeated.floating point2
StopSoundSound acknowledging the stop command.soundnone
SystemErrorSound played when the LAN game list refuses a join attempt.soundnone
TeslaChargeSound a structure makes as its electric weapon begins charging.soundnone
TeslaZapNo effectParsed sound that no turret ever discharges.soundnone
TimerWarningNo effectParsed mission-timer threshold, in minutes, that the engine never acts on.floating point2
TreeFireThe two flames that burn on a terrain object once it catches.typelist(empty)
UnloadingHarvesterThe vehicle type a harvester is drawn as while it stands at a refinery unloading.classnone
VeinAttackAnimType a vein cell attaches to itself to hurt what stands in it.classnone
VeinGrowthRateNo effectParsed rate that the engine never uses.floating point1
WakeThe ripple laid on the water by something moving across it, falling into it or sinking through it.classnone
WaypointAnimationSpeedInterval between frame changes in the marker drawn on a plotted waypoint.integer12
WebbedInfantryThe artwork an infantryman is drawn with while a web holds him.classnone