Sound.con :
rem ** Custom **
sound.masterVolume 1.0
rem ** Balance between 2d and 3d samples.
sound.setProperty "balance2d3d-default" 1.0
sound.setProperty "balance2d3d-eax" 1.0
rem ** Reverb and obstruction
vars.set sound-maxreverb 2
vars.set sound-reverb-steepness 1.95
vars.set sound-raylength 24
rem ** Obstruction when angle between listener, source and obstructing object
rem ** is 0 degrees
vars.set sound-obstruction-max 0.3
rem ** Size of listener's obstruction sphere
vars.set sound-listener-radius 0.1
rem ** Size of obstructing object (inserted at obstruction point)
vars.set sound-obstruction-radius 0.5
rem ** Ambient sound properties
sound.setProperty ambient-fade-time 1.0
sound.setProperty ambient-forced-fade-time 0.4
sound.setProperty ambient-indoor-obstruction 0
sound.setProperty ambient-indoor-obstruction-speed 0.08
rem ** Air absorption.
sound.setProperty airabsorption-eax-mindistance 300
sound.setProperty airabsorption-eax-maxdistance 600
rem ** Setup tinnitus. First file is the "tinnitus" sample, the second
rem ** file is the man down sample.
sound.tinnitusSetup
"Common/Sound/tinnitus.wav,Common/Sound/man_down_s
tate.wav" 1 2 4 0.0
rem ** Wind sound
ObjectTemplate.create Sound S_Wind
ObjectTemplate.lowSamples 0
ObjectTemplate.soundFilename
"Objects/Soldiers/Common/Sound/soldier_wind_loop.w
av"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0
ObjectTemplate.reverbLevel 0
ObjectTemplate.volumeEnvelope 0/1/0/1/0/2/0.15/0/0/1/1/0/
sound.windSetup S_Wind 0.0
rem ** Factor of explosion radius that triggers the tinnitus effect
vars.set sound-tinnitus-range 0.0
rem ** Early sample prioritization
sound.setProperty prio-k-frontback 0
sound.setProperty prio-k-rightleft 0
sound.setProperty prio-k-age 0.5
sound.setProperty prio-age-only-distance 5
sound.setProperty prio-k-distance 1.0
rem ** Distance delay
rem ** Shortest distance from listener where distance delay will be applied
sound.setProperty distance-delay-threshold 50
rem ** Delay multiplier (1 means 1/300 s/m)
sound.setProperty distance-delay-factor 1
rem ** The linear gain where playing sounds get a negative bias in the
rem ** priority. They may also be muted.
sound.setProperty max-distance-cutoff 0.035
rem ** Doppler effect. Realistic doppler effect factor is 1
sound.dopplerEffect 1
rem ** Number of MB we require from the OpenAL provider. Some native drivers
rem ** can't always give us that (Creative).
sound.setProperty required-buffer-size 90
Usersettings.con :
rem
rem Settingsfile automatically saved by bf2
rem
SettingsManager.boolSet GSClPunkBuster 1
SettingsManager.floatSet GSDefaultLatencyCompensation 0.030000
SettingsManager.boolSet GSExtrapolateFrame 1
SettingsManager.U32Set GSExtrapolationTime 360
SettingsManager.U32Set GSInterpolationTime 30
SettingsManager.U32Set GSPerfLogAtPlayerCount 32
SettingsManager.stringSet GSPlayerName "Tomesch.aka.Regger"
SettingsManager.boolSet GSShowNetGraph 0
SettingsManager.boolSet GSUseObjectCache 1
VideoDefault.con :
rem * TEMP *
renderer.setFullScreen 0
renderer.fieldOfView 1.5
renderer.globalLodRadius 1
renderer.globalLodRadiusScaleFactor 1
console.showStats 0
renderer.allowAllRefreshRates 1
Stopper de dire nimp sur le tweak pls ...