# Core Settings

## Configuration Reference

All settings are under **Project Settings > Plugins > Excited Waves Acoustics**. This page covers the core detection configuration. For audio-specific settings, see [Native Audio Integration](/excitedwaves-docs/unreal-engine-native-audio.md) or the [Wwise Integration Guide](/excitedwaves-docs/unreal-engine-with-audiokinetic-wwise.md).

### Detection

Settings that control how rays are cast and how the environment is analyzed.

#### Ray Casting

<table><thead><tr><th>Setting</th><th width="171.6666259765625">Default</th><th>What to set</th></tr></thead><tbody><tr><td>Ray Scanning Method</td><td>Umbrella</td><td><strong>Umbrella</strong> – horizontal ray pairs with elevation, good general-purpose. <strong>Uniform</strong> – omnidirectional distribution.</td></tr><tr><td>Max Azimuth Ray Distance</td><td>10,000 cm</td><td>How far horizontal rays travel. Reduce for small indoor scenes.</td></tr><tr><td>Max Elevation Ray Distance</td><td>5,000 cm</td><td>How far vertical rays travel.</td></tr></tbody></table>

**Umbrella mode** specific:

| Setting               | Default |
| --------------------- | ------- |
| Pairs Per Iteration   | 2       |
| Azimuth Iterations    | 1       |
| Elevation Rays        | 1       |
| Angled Ray Iterations | 2       |

Angled rays help to semi-open structures better.

**Uniform mode** specific:

| Setting            | Default |
| ------------------ | ------- |
| Uniform Rays Count | 16      |

#### Distance Bins

Ray hits are classified into four bins. Adjust to match your level scale:

<table><thead><tr><th>Bin</th><th width="169.6666259765625">Default</th><th>What it represents</th></tr></thead><tbody><tr><td>Close</td><td>360 cm</td><td>Tight, enclosed spaces</td></tr><tr><td>Mid</td><td>1,000 cm</td><td>Medium rooms</td></tr><tr><td>Far</td><td>5,000 cm</td><td>Large halls</td></tr><tr><td>Outdoor</td><td>beyond Far</td><td>Open air</td></tr></tbody></table>

### Frame Limiting (Performance)

Rays are spread across frames to keep CPU stable:

<table><thead><tr><th>Setting</th><th width="143">Default</th><th>What to set</th></tr></thead><tbody><tr><td>Enable Rate Limiting</td><td>on</td><td>Keep on for production. Disable for faster detection (higher spikes).</td></tr><tr><td>Max Rays Per Frame</td><td>16</td><td>Per-frame ray budget per detector. Increase for faster results, decrease for tighter budgets.</td></tr></tbody></table>

#### Detector Load Balancing

<table><thead><tr><th>Setting</th><th width="137.666748046875">Default</th><th>What to set</th></tr></thead><tbody><tr><td>Maximum Active Detectors</td><td>32</td><td>Limits heavy work to the N closest emitters per frame. 0 = unlimited.</td></tr><tr><td>Detector Tick Frame Spread</td><td>2</td><td>Spreads detectors updates across frames. 1 = every frame.</td></tr></tbody></table>

### LOD (Level of Detail)

Reduce CPU for distant emitters:

<table><thead><tr><th>Setting</th><th width="129.6666259765625">Default</th><th>What to set</th></tr></thead><tbody><tr><td>Position Change Threshold</td><td>100 cm</td><td>Movement distance that triggers re-detection when LOD is off.</td></tr><tr><td>Enable Distance-Based LOD</td><td>on</td><td>Scales detection frequency by emitter-listener distance.</td></tr><tr><td>LOD Distance Radius</td><td>6,000 cm</td><td>Close emitters inside this radius use tighter thresholds.</td></tr><tr><td>Close Emitter Threshold</td><td>100 cm</td><td>Minimum movement to re-scan when near the listener.</td></tr><tr><td>Far Emitter Threshold</td><td>400 cm</td><td>Minimum movement to re-scan when far from the listener.</td></tr></tbody></table>

### Audio

#### Cross-Room Blending

<table><thead><tr><th>Setting</th><th width="130.333251953125">Default</th><th>What to set</th></tr></thead><tbody><tr><td>Enable Cross-Room Reverb Blending</td><td>on</td><td>Blends listener's room reverb into emitter sends for natural doorway transitions.</td></tr><tr><td>Cross-Room Blend Max Distance</td><td>1,000 cm</td><td>Range over which blending occurs.</td></tr><tr><td>Max Cross-Room Contribution</td><td>0.5</td><td>Maximum listener reverb added (0–1).</td></tr></tbody></table>

#### Direct-to-Reverb Ratio

<table><thead><tr><th>Setting</th><th width="120.333251953125">Default</th><th>What to set</th></tr></thead><tbody><tr><td>Enable Direct-To-Reverb Ratio</td><td>on</td><td>Scales reverb sends by emitter-listener distance. Closer = less reverb.</td></tr><tr><td>Min Value</td><td>0.5</td><td>Controls dry level at close range.</td></tr></tbody></table>

#### Other

<table><thead><tr><th>Setting</th><th width="120.333251953125">Default</th><th>Purpose</th></tr></thead><tbody><tr><td>Use Results Interpolation</td><td>on</td><td>Smooth transitions between detection cycles.</td></tr><tr><td>Interpolation Duration</td><td>1.0 s</td><td>Blend time from old to new results.</td></tr><tr><td>Enable Enclosure Scaling</td><td>on</td><td>Scale reverb by enclosure. Open spaces = less reverb. Enclosure Scale Min: 0.3.</td></tr></tbody></table>

### Surface Absorption

Map Unreal Physical Material surface types to absorption coefficients. This drives reverb preset selection – high absorption surfaces select drier presets, low absorption selects more reverberant ones.

<table><thead><tr><th>Setting</th><th width="186.3333740234375">Default</th><th>What to set</th></tr></thead><tbody><tr><td>Surface Type Absorption Entries</td><td><em>(empty)</em></td><td>Add one entry per Physical Surface type. Coefficient range: 0 (reflective) to 1 (fully absorbing).</td></tr><tr><td>Default Absorption</td><td>0.0</td><td>Used for unmapped surfaces.</td></tr></tbody></table>

**Example:** Concrete = 0.05, Wood = 0.15, Carpet = 0.60, Curtain = 0.85.

Surface types are configured in **Project Settings > Physics > Physical Surface**, assigned on Physical Materials.

### Chaos Destruction

These settings are under **Project Settings > Plugins > Excited Waves Acoustics Chaos**.

<table><thead><tr><th>Setting</th><th width="153.666748046875">Default</th><th>What to set</th></tr></thead><tbody><tr><td>Notification Radius</td><td>5,000 cm</td><td>How far from a destruction event to search for affected detectors.</td></tr><tr><td>Min Break Magnitude</td><td>100.0</td><td>Minimum impact (mass × velocity) to trigger re-scan. Lower = more sensitive.</td></tr><tr><td>Per-Detector Cooldown</td><td>0.5 s</td><td>Prevents detection spam from repeated destruction.</td></tr><tr><td>Auto-Scan Interval</td><td>5.0 s</td><td>How often to discover new destructible objects. 0 = only on level start.</td></tr><tr><td>Multi-Iteration Detection</td><td>on</td><td>Runs multiple detection passes after destruction for smoother results.</td></tr><tr><td>Max Iterations</td><td>3</td><td>Number of passes.</td></tr><tr><td>Iteration Interval</td><td>0.5 s</td><td>Time between passes.</td></tr></tbody></table>

***

Website: [excitedwaves.com](https://excitedwaves.com) · Contact: <contact@excitedwaves.com>


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