This section outlines the Shared RTPC Parameters that are pre-defined in the WwiseSampleProject, and that can be linked to Simulation Variables so you can use them to trigger audio from your aircraft or scenery SimObjects. This list is by no means all the SimVars that you can use, and you can add new ones as required in Wwise from the RTPC tab:

Creating Custom RTPC Parameters

When adding your own RTPC game parameters linked to SimVars, we suggest following the already established schema of adding SIMVAR_ as a prefix, and replacing all spaces with underscores _. If any of the SimVars need an additional index value, this can be added as a suffix with the format _N, where N is the index to be used. Check the included RTPC game parameters if you need a reference.

IMPORTANT!
None of these RTPC parameters directly correlate to any SimVar, and it is up to you to correctly make the correlation when Creating The Sound.xml using the RTPCName attribute of the <WwiseRtpc /> tag. These RTPC parameters are provided as a convenience, since they are the ones that are most likely to be used on your own aircraft, but you can create your own at any time.

 

For more information please see the section on Audio.

 

 

Ambient Default Game Parameters

The RTPC game parameters listed here are useful when it comes to dealing with certain ambient audio effects. You can find them in the following location in Wwise:

>> Game Parameters >> simvar >> ambient

 

RTPCSimvarsUnits
SIMVAR_AMBIENT_PRECIP_RATEAMBIENT PRECIP RATE

Mask:

  1. 2 = None
  2. 4 = Rain
  3. 8 = Snow
SIMVAR_AMBIENT_WIND_DIRECTIONAMBIENT WIND DIRECTIONDegrees
SIMVAR_AMBIENT_WIND_VELOCITYAMBIENT WIND VELOCITYknots

 

 

APU Default Game Parameters

The RTPC game parameters listed here are useful when it comes to creating audio effects for the aircraft APU. You can find them in the following location in Wwise:

>> Game Parameters >> simvar >> apu

 

RTPCSimvarsUnits
SIMVAR_APU_PCT_RPMAPU PCT RPMPercent Over 100
SIMVAR_APU_PCT_STARTERAPU PCT STARTERPercent Over 100

 

 

Engine Default Game Parameters

By default, in the Wwise data approach, Simvar values are sent in Wwise RTPCs. All of these are available in the WwiseSampleProject. You can find them in:

>> Game Parameters >> simvar >> engine

 

Shared with Combustion, Propeller, CombustionStart and Shutdown sounds:

 

RTPC

Simvars

Units

SIMVAR_ENG_MANIFOLD_PRESSUREENG MANIFOLD PRESSURE

Inches of mercury (inHg)

SIMVAR_GENERAL_ENG_COMBUSTIONGENERAL ENG COMBUSTION

Boolean

SIMVAR_GENERAL_ENG_COMBUSTION_SOUND_PERCENTGENERAL ENG COMBUSTION SOUND PERCENT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_GENERAL_ENG_COMBUSTION_SOUND_PERCENT_DERIVEDSIMVAR_GENERAL_ENG_DAMAGE_PERCENTGENERAL ENG DAMAGE PERCENT

Percent

SIMVAR_GENERAL_ENG_FAILEDGENERAL ENG FAILED

Boolean

SIMVAR_GENERAL_ENG_FUEL_PUMP_ONGENERAL ENG FUEL PUMP ON

Boolean

SIMVAR_GENERAL_ENG_FUEL_PUMP_SWITCHGENERAL ENG FUEL PUMP SWITCH

Boolean

SIMVAR_GENERAL_ENG_FUEL_VALVEGENERAL ENG FUEL VALVE

Boolean

SIMVAR_GENERAL_ENG_PCT_MAX_RPMGENERAL ENG PCT MAX RPM

Percent

SIMVAR_GENERAL_ENG_RPMGENERAL ENG RPM

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

RPM

SIMVAR_GENERAL_ENG_RPM_DERIVEDSIMVAR_GENERAL_ENG_STARTERGENERAL ENG STARTER

Boolean

SIMVAR_MASTER_IGNITION_SWITCHMASTER IGNITION SWITCH

Boolean

SIMVAR_RECIP ENG CYLINDER HEAD TEMPERATURERECIP ENG CYLINDER HEAD TEMPERATURE

Rankine

SIMVAR_RECIP_ENG_PRIMERRECIP_ENG_PRIMER

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

SIMVAR_RECIP_ENG_PRIMER_DERIVEDSIMVAR_THROTTLE_LOWER_LIMITTHROTTLE LOWER LIMIT

 

For Propeller sounds:

RTPCSimvarsUnits
SIMVAR_PROP_BETAPROP BETARadians
SIMVAR_PROP_MAX_RPM_PERCENTPROP MAX RPM PERCENTPercent Over 100
SIMVAR_PROP_RPMPROP RPMRPM

 

For Rotor sounds:

RTPC

Simvars

Units

SIMVAR_DISK_BANK_ANGLEDISK BANK ANGLESIMVAR_DISK_BANK_PCTDISK BANK PCT

Percent

SIMVAR_DISK_PITCH_ANGLEDISK PITCH ANGLESIMVAR_DISK_PITCH_PCTDISK PITCH PCTSIMVAR_RECIP_ENG_BRAKE_POWER_PCTRECIP ENG BRAKE POWER PCT

Percent

SIMVAR_ROTOR_CLUTCH_ACTIVEROTOR CLUTCH ACTIVESIMVAR_ROTOR_COLLECTIVE_BLADE_PITCH_PCTROTOR COLLECTIVE BLADE PITCH PCT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent

SIMVAR_ROTOR_COLLECTIVE_BLADE_PITCH_PCT_DERIVEDSIMVAR_ROTOR_CYCLIC_BLADE_MAX_PITCH_POSITIONROTOR CYCLIC BLADE MAX PITCH POSITION

Percent

SIMVAR_ROTOR_CYCLIC_BLADE_PITCH_PCTROTOR CYCLIC BLADE PITCH PCT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent

SIMVAR_ROTOR_CYCLIC_BLADE_PITCH_PCT_DERIVEDSIMVAR_ROTOR_RPMROTOR RPM

RPM

SIMVAR_ENG_ROTOR_RPMENG ROTOR RPM

Percent Over 100

SIMVAR_TAIL_ROTOR_BLADE_PITCH_PCTTAIL ROTOR BLADE PITCH PCT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent

SIMVAR_TAIL_ROTOR_BLADE_PITCH_PCT_DERIVED

 

For JetWhine sounds on turbine engines and Combustion sounds on turboprop, turbofan, turbojet and engines:

RTPCSimvarsUnits
SIMVAR_TURB_ENG_AFTERBURNERTURB_ENG_AFTERBURNERBool
SIMVAR_TURB_ENG_BLEED_AIRTURB_ENG_BLEED_AIRPounds per square inch (psi)
SIMVAR_TURB_ENG_CORRECTED_FFTURB_ENG_CORRECTED_FFPounds per hour
SIMVAR_TURB_ENG_CORRECTED_N1TURB_ENG_CORRECTED_N1Percent
SIMVAR_TURB_ENG_CORRECTED_N2TURB_ENG_CORRECTED_N2Percent
SIMVAR_TURB_ENG_ITTTURB_ENG_ITTRankine
SIMVAR_TURB_ENG_JET_THRUSTTURB_ENG_JET_THRUSTPounds
SIMVAR_TURB_ENG_MAX_TORQUE_PERCENTTURB ENG MAX TORQUE PERCENTPercent Over 100
SIMVAR_TURB_ENG_N1TURB_ENG_N1Percent
SIMVAR_TURB_ENG_N2TURB_ENG_N2Percent
SIMVAR_TURB_ENG_PRESSURE_RATIOTURB_ENG_PRESSURE_RATIORatio
SIMVAR_TURB_ENG_REVERSE_NOZZLE_PERCENTTURB_ENG_REVERSE_NOZZLE_PERCENTPercent
SIMVAR_TURB_ENG_VIBRATIONTURB_ENG_VIBRATIONNumber

  

 

Flight Control Surfaces Default Game Parameters

By default, in the Wwise data approach, Simvar values are sent in Wwise RTPCs. All of these are available in the WwiseSampleProject. You can find them in:

>> Game Parameters >> simvar >> flight_control_surfaces

 

RTPC

Simvars

Units

SIMVAR_AILERON_LEFT_DEFLECTION_PCTAILERON LEFT DEFLECTION PCT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_AILERON_LEFT_DEFLECTION_PCT_DERIVEDSIMVAR_AILERON_POSITIONAILERON POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Position

(-16K to 0)

-16K = full left

SIMVAR_AILERON_POSITION_DERIVEDSIMVAR_AILERON_RIGHT_DEFLECTION_PCTAILERON RIGHT DEFLECTION PCT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_AILERON_RIGHT_DEFLECTION_PCT_DERIVEDSIMVAR_ELEVATOR_POSITIONELEVATOR POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Position

(-16K to 0)

-16K = full left

SIMVAR_ELEVATOR_POSITION_DERIVEDSIMVAR_GEAR_ANIMATION_POSITION_DERIVEDGEAR_ANIMATION_POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent

SIMVAR_GEAR_LEFT_POSITIONGEAR_LEFT_POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_GEAR_LEFT_POSITION_DERIVEDSIMVAR_GEAR_RIGHT_POSITIONGEAR_RIGHT_POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_GEAR_RIGHT_POSITION_DERIVEDSIMVAR_GEAR_TOTAL_PCT_EXTENDEDGEAR TOTAL PCT EXTENDED

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent

SIMVAR_GEAR_TOTAL_PCT_EXTENDED_DERIVEDSIMVAR_ROTOR_LATERAL_TRIM_PCTROTOR LATERAL TRIM PCT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_ROTOR_LATERAL_TRIM_PCT_DERIVEDSIMVAR_ROTOR_LONGITUDINAL_TRIM_PCTROTOR LONGITUDINAL TRIM PCT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_ROTOR_LONGITUDINAL_TRIM_PCT_DERIVEDSIMVAR_RUDDER_POSITIONRUDDER_POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Position (-16K to 0)

-16K = full left

SIMVAR_RUDDER_POSITION_DERIVEDSIMVAR_SPOILERS_LEFT_POSITION_DERIVEDSPOILERS_LEFT_POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

or

Position

(0 = retracted, 16K fully extended)

SIMVAR_SPOILERS_RIGHT_POSITION_DERIVEDSPOILERS_RIGHT_POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

or

Position

(0 = retracted, 16K fully extended)

SIMVAR_TRAILING_EDGE_FLAPS_LEFT_PERCENTTRAILING_EDGE_FLAPS_LEFT_PERCENT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_TRAILING_EDGE_FLAPS_LEFT_PERCENT_DERIVEDSIMVAR_TRAILING_EDGE_FLAPS_RIGHT_PERCENTTRAILING_EDGE_FLAPS_RIGHT_PERCENT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_TRAILING_EDGE_FLAPS_RIGHT_PERCENT_DERIVEDSIMVAR_WATER_LEFT_RUDDER_EXTENDED_DERIVEDWATER_LEFT_RUDDER_EXTENDED

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent

SIMVAR_WING_FLEX_PCTWING_FLEX_PCT

Percent Over 100

 

 

Ground Default Game Parameters

By default, in the Wwise data approach, WindSounds Trigger receives Simvar values through Wwise RTPCs. All of these RTPC are available in the WwiseSampleProject. You will find them in:

>> Game Parameters >> simvar >> grounds

 

RTPC

Simvars

Units

SIMVAR_GEAR_STEER_ANGLEGEAR_STEER_ANGLE

Degrees

SIMVAR_SIM_ON_GROUNDSIM ON GROUND

Bool

SIMVAR_SURFACE_TYPESURFACE_TYPE

Enum

SIMVAR_WHEEL_RPMWHEEL_RPM
(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_WHEEL_RPM_DERIVED

 

 

Instruments Default Game Parameters

By default, in the Wwise data approach, WindSounds Trigger receives Simvar values through Wwise RTPCs. All of these RTPC are available in the WwiseSampleProject. You will find them in:

>> Game Parameters >> simvar >> instruments

 

RTPC

Simvars

Units

SIMVAR_AILERON_TRIM_PCTAILERON TRIM PCT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Float

SIMVAR_AILERON_TRIM_PCT_DERIVEDSIMVAR_AUDIO_PANEL_VOLUMEAUDIO PANEL VOLUME

Percent

SIMVAR_BRAKE_LEFT_POSITIONBRAKE LEFT POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Position

(0 to 32K)

0 = off

32K = full

SIMVAR_BRAKE_LEFT_POSITION_DERIVEDSIMVAR_BRAKE_PARKING_POSITIONBRAKE PARKING POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Bool

SIMVAR_BRAKE_PARKING_POSITION_DERIVEDSIMVAR_COLLECTIVE_POSITIONCOLLECTIVE POSITION

Percent Over 100

SIMVAR_COM_VOLUMECOM VOLUME

Percent

SIMVAR_ELECTRICAL_BATTERY_BUS_VOLTAGEELECTRICAL BATTERY BUS VOLTAGE

Volts

SIMVAR_ELECTRICAL_MAIN_BUS_VOLTAGEELECTRICAL MAIN BUS VOLTAGE

Volts

SIMVAR_ELECTRICAL_MASTER_BATTERYELECTRICAL MASTER BATTERY

Bool

SIMVAR_ELEVATOR_TRIM_POSITION_DERIVEDELEVATOR TRIM POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Radians

SIMVAR_FLAPS_HANDLE_PERCENTFLAPS HANDLE PERCENT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_FLAPS_HANDLE_PERCENT_DERIVEDSIMVAR_GENERAL_ENG_ANTI_ICE_POSITION_DERIVEDGENERAL ENG ANTI ICE POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Bool

SIMVAR_GENERAL_ENG_MIXTURE_LEVER_POSITIONGENERAL ENG MIXTURE LEVER POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent

SIMVAR_GENERAL_ENG_MIXTURE_LEVER_POSITION_DERIVEDSIMVAR_GENERAL_ENG_PROPELLER_LEVER_POSITIONGENERAL ENG PROPELLER LEVER POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent

SIMVAR_GENERAL_ENG_PROPELLER_LEVER_POSITION_DERIVEDSIMVAR_GENERAL_ENG_THROTTLE_LEVER_POSITIONGENERAL ENG THROTTLE LEVER POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent

SIMVAR_GENERAL_ENG_THROTTLE_LEVER_POSITION_DERIVEDSIMVAR_NAV_VOLUMENAV_VOLUME

Percent

SIMVAR_ROTOR_BRAKE_HANDLE_POSROTOR BRAKE HANDLE POS

Percent Over 100

SIMVAR_ROTOR_CLUTCH_SWITCH_POSROTOR CLUTCH SWITCH POS

Bool

SIMVAR_RUDDER_PEDAL_POSITIONRUDDER_PEDAL_POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Position (-16K to 0)

-16K = left pedal pushed full in

SIMVAR_RUDDER_PEDAL_POSITION_DERIVEDSIMVAR_RUDDER_TRIM_PCTRUDDER_TRIM_PCT

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_RUDDER_TRIM_PCT_DERIVEDSIMVAR_SPOILERS_HANDLE_POSITIONSPOILERS_HANDLE_POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

or

Position

(16K = down, 0 = up)

SIMVAR_SPOILERS_HANDLE_POSITION_DERIVEDSIMVAR_TAIL_ROTOR_PEDAL_POSITIONTAIL ROTOR PEDAL POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_TAIL_ROTOR_PEDAL_POSITION_DERIVEDSIMVAR_YOKE_X_POSITIONYOKE X POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Position

(-16K to 0)

SIMVAR_YOKE_X_POSITION_DERIVEDSIMVAR_YOKE_Y_POSITIONYOKE Y POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Position

(-16K to 0)

SIMVAR_YOKE_Y_POSITION_DERIVED

 

 

Miscellaneous Default Game Parameters

By default, in the Wwise data approach, WindSounds Trigger receives Simvar values through Wwise RTPCs. All of these RTPC are available in the WwiseSampleProject. You will find them in:

>> Game Parameters >> simvar >> miscellaneous

 

RTPC

Simvars

Units

SIMVAR_CANOPY_OPENCANOPY OPEN

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_CANOPY_OPEN_DERIVEDSIMVAR_EXIT_OPENEXIT OPEN

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent Over 100

SIMVAR_EXIT_OPEN_DERIVEDSIMVAR_INTERACTIVE_POINT_OPEN_0INTERACTIVE POINT OPEN:0

Percent Over 100

SIMVAR_INTERACTIVE_POINT_OPEN_1INTERACTIVE POINT OPEN:1

Percent Over 100

SIMVAR_OVERSPEED_WARNINGOVERSPEED_WARNING

Bool

SIMVAR_RECIP_ENG_COWL_FLAP_POSITIONRECIP_ENG_COWL_FLAP_POSITION

(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Percent

SIMVAR_RECIP_ENG_COWL_FLAP_POSITION_DERIVED

 

 

Physics Default Game Parameters

By default, in the Wwise data approach, WindSounds Trigger receives Simvar values through Wwise RTPCs. All of these RTPC are available in the WwiseSampleProject. You will find them in:

>> Game Parameters >> simvar >> physic

 

RTPC

Simvars

Units

SIMVAR_ACCELERATION_BODY_XACCELERATION BODY X

Feet (ft) per second squared

SIMVAR_ACCELERATION_BODY_YACCELERATION BODY Y

Feet (ft) per second squared

SIMVAR_ACCELERATION_BODY_ZACCELERATION BODY Z

Feet (ft) per second squared

SIMVAR_AIRSPEED_INDICATEDAIRSPEED INDICATED

Knots

SIMVAR_AIRSPEED_TRUEAIRSPEED TRUE

Knots

SIMVAR_G_FORCEG FORCE

Gforce

SIMVAR_GROUND_VELOCITYGROUND_VELOCITY

Knots

SIMVAR_INCIDENCE_ALPHAINCIDENCE ALPHA

Radians

SIMVAR_INCIDENCE_BETAINCIDENCE_BETA

Radians

SIMVAR_PLANE_ALT_ABOVE_GROUNDPLANE ALT ABOVE GROUND

Feet (ft)

SIMVAR_PLANE_ALTITUDEPLANE_ALTITUDE

Feet (ft)

SIMVAR_PLANE_BANK_DEGREESPLANE BANK DEGREES

Radians

SIMVAR_PLANE_PITCH_DEGREESPLANE PITCH DEGREES

Radians

SIMVAR_ROTATION_VELOCITY_BODY_XROTATION VELOCITY BODY X

Feet (ft) per second

SIMVAR_ROTATION_VELOCITY_BODY_YROTATION VELOCITY BODY Y

Feet (ft) per second

SIMVAR_ROTATION_VELOCITY_BODY_ZROTATION VELOCITY BODY Z

Feet (ft) per second

SIMVAR_VELOCITY_BODY_XVELOCITY BODY X

Feet (ft) per second

SIMVAR_VELOCITY_BODY_YVELOCITY BODY Y

Feet (ft) per second

SIMVAR_VELOCITY_BODY_ZVELOCITY BODY Z

Feet (ft) per second

SIMVAR_VELOCITY_WORLD_XVELOCITY_WORLD_X

Feet (ft) per second

SIMVAR_VELOCITY_WORLD_YVELOCITY_WORLD_Y

Feet (ft) per second

SIMVAR_VELOCITY_WORLD_ZVELOCITY_WORLD_Z

Feet (ft) per second

SIMVAR_VERTICAL_SPEEDVERTICAL_SPEED
(the “derived” version of the SimVar simply means you should be using the derived attribute in the <Sound> element)

Feet (ft) per second

SIMVAR_VERTICAL_SPEED_DERIVED

 

 

Shared Control Signal Game Parameters

Control Signal RTPC can be found in the GameSync tab in the project explorer:

>> Game Parameters >> control_signal >> sidechain

 

RTPCUnitDescription
SC_AURAL_WARNING
SC_COMBUSTION
SC_ENGINES
SC_RADIO_NOISE
SC_SFX_THUNDER
SC_VO
SC_WIND

 

 

Shared Engine Game Parameters

Engine RTPC can be found in the GameSync tab in the project explorer:

>> Game Parameters >> engine >> spp

 

RTPCUnitDescription
SPP_DISTANCE
SPP_EMITERCONE
SPP_LISTENERCONE

 

 

Shared Environment Game Parameters

Environment RTPC can be found in the GameSync tab in the project explorer:

>> Game Parameters >> environment >> common

 

RTPC

Unit

Description

ENV_COCKPIT_INSULATION

dB

This game parameter allows you to set up RTPC for cockpit insulation in order to attenuate outside sounds. Game parameter values come from Insulation_ExitClosed & Insulation_ExitOpen values set in the AcousticParameters in the sound.xml.

ENV_DOPPLERCENTS

Pitch cent

This game parameter allows to set up RTPC based on physical based Doppler effect in true pitch cents. The Doppler effect is disabled in camera chase.

(the “derived” version of the parameter simply means you should be using the derived attribute in the <Sound> element)

ENV_DOPPLERCENTS_DERIVEDENV_ELEVATION_AGL

meter

This game parameter allows to set up RTPC based on altitude above ground variable.

ENV_GROUND_REFLECTION_DELAYENV_MACH_CONE_DEGREE

degree

This Game parameter allows you to set up RTPC depending on the degree of the mach cone from 180° to 0°.

ENV_MACH_CONE_ZONE

boolean

This Game parameter allows you to set up RTPC depending on whether the listener is inside or outside the mach cone:

  1. 0 = The listener (camera) is not in the mach cone zone
  2. 1 = The listener (camera) is in the mach cone zone

 

 

Shared Game Play Game Parameters

Game Play RTPC can be found in the GameSync tab in the project explorer:

>> Game Parameters >> gplay

 

RTPCUnitDescription
CAMERA_VIEWPOINTBoolean

This game parameter allows to set up RTPC based on the camera ViewPoint:

  1. 0 = camera inside
  2. 1 = camera outside
HEADPHONE_FILTERBoolean

This game parameter allows to set up RTPC based on the headphone filter state:

  1. 0 = headphone filter off
  2. 1 = headphone filter on
HEADPHONE_IN_COCKPIT
HEADPHONE_SWITCHBoolean

This game parameter allows to set up RTPC based on how the headphone filter state:

  1. 0 = headset switch off: headset not put
  2. 1 = camera is in outside view
  3. 1 = headphone filter is set to on
  4. 1 = communication device is set to on
PASSENGER_NUMBER

 

 

Shared GUI Game Parameters

GUI RTPC can be found in the GameSync tab in the project explorer:

>> Game Parameters >> gui (>> mixer)

 

RTPCUnitDescription
MIXER_AIRCRAFT_AI_VOLUME
MIXER_COCKPIT_VOLUMEValue from 0 to 1Cockpit volume level. Includes sounds coming from cockpit such as instrument & avionic sounds, switch & lever foleys.
MIXER_ENGINE_VOLUMEValue from 0 to 1Aircraft engines volume level
MIXER_ENVIRONMENT_VOLUMEValue from 0 to 1The environment volume level (covers things like ambiances weather, biomes, airports, etc…)
MIXER_GLOBAL_VOLUMEValue from 0 to 1Overall volume level
MIXER_INTERFACE_VOLUMEValue from 0 to 1User interface sounds volume level.
MIXER_MISCELLANEOUS_VOLUMEValue from 0 to 1Aircraft miscellaneous volume level. Includes diverse aircraft sounds such as flight controls, rattles, ground sounds, pumps, hydraulics, etc.
MIXER_MUSIC_VOLUMEValue from 0 to 1Music volume level.
MIXER_VOICE_VOLUMEValue from 0 to 1Voices volume level.
MIXER_WARNING_VOLUMEValue from 0 to 1Warning volume level. Includes stalls, aural, GPWS, TCAS, and autopilot warning sounds.
MUTE_WARNING_OUTSIDE

 

 

Shared NPC Game Parameters

NPC RTPC can be found in the GameSync tab in the project explorer:

>> Game Parameters >> npc

 

RTPCUnitDescription
NPC_ALPHA_PERCENT