DoomGame#

DoomGame is the main object of the ViZDoom library, representing a single instance of the Doom game and providing the interface for a single agent/player to interact with the game. The object allows sending actions to the game, getting the game state, etc. The declarations of this class and its methods can be found in the include/ViZDoomGame.h header file.

Here we document all the methods of the DoomGame class and their corresponding Python bindings implemented as pybind11 module.

Flow control methods#

init#

C++

bool init()

Python

init() -> bool

Initializes ViZDoom game instance and starts a new episode. After calling this method, the first state from a new episode will be available. Some configuration options cannot be changed after calling this method. Init returns true when the game was started properly and false otherwise.


close#

C++

void close()

Python

close() -> None

Closes ViZDoom game instance. It is automatically invoked by the destructor. The game can be initialized again after being closed.


newEpisode#

C++

void newEpisode(std::string recordingFilePath = "")

Python

new_episode(recordingFilePath: str = "") -> None

Changed in 1.1.0

Initializes a new episode. The state of an environment is completely restarted (all variables and rewards are reset to their initial values). After calling this method, the first state from the new episode will be available. If the recordingFilePath is not empty, the new episode will be recorded to this file (as a Doom lump).

In a multiplayer game, the host can call this method to finish the game. Then the rest of the players must also call this method to start a new episode.


replayEpisode#

C++

void replayEpisode(std::string filePath, unsigned int player = 0)

Python

replay_episode(filePath: str, player: int = 0) -> None

Added in 1.1.0

Replays a recorded episode from the given file using the perspective of the specified player. Players are numbered from 1, player equal to 0 results in replaying the demo using the perspective of the default player in the recording file. After calling this method, the first state from the replay will be available. All rewards, variables, and states are available during the replaying episode.

See also:


isRunning#

C++

bool isRunning()

Python

is_running() -> bool

Checks if the ViZDoom game instance is running.


isMultiplayerGame#

C++

bool isMultiplayerGame()

Python

is_multiplayer_game() -> bool

Added in 1.1.2

Checks if the game is in multiplayer mode.


isRecordingEpisode#

C++

bool isRecordingEpisode()

Python

is_recording_episode() -> bool

Added in 1.1.5

Checks if the game is in recording mode.


isReplayingEpisode#

C++

bool isReplayingEpisode()

Python

is_replaying_episode() -> bool

Added in 1.1.5

Checks if the game is in replaying mode.


setAction#

C++

void setAction(std::vector<double> const &actions)

Python

`set_action(actions: list

Sets the player’s action for the next tics. Each value corresponds to a button specified with addAvailableButton method or in the configuration file (in order of appearance).


advanceAction#

C++

void advanceAction(unsigned int tics = 1, bool updateState = true)

Python

advance_action(tics: int = 1, updateState: bool = True) -> None

Processes a specified number of tics. If updateState is set, the state will be updated after the last processed tic and a new reward will be calculated. To get the new state, use getState and to get the new reward use getLastReward. If updateState is not set, the state will not be updated.


makeAction#

C++

double makeAction(std::vector<double> const &actions, unsigned int tics = 1)

Python

`make_action(actions: list

Method combining usability of setAction, advanceAction and getLastReward. Sets the player’s action for the next tics, processes a specified number of tics, updates the state and calculates a new reward, which is returned.


isNewEpisode#

C++

bool isNewEpisode()

Python

is_new_episode() -> bool

Returns true if the current episode is in the initial state - the first state, no actions were performed yet.


isEpisodeFinished#

C++

bool isEpisodeFinished()

Python

is_episode_finished() -> bool

Returns true if the current episode is in the terminal state (is finished). makeAction and advanceAction methods will take no effect after this point (unless newEpisode method is called).


isPlayerDead#

C++

bool isPlayerDead()

Python

is_player_dead() -> bool

Returns true if the player is dead. In singleplayer, the player’s death is equivalent to the end of the episode. In multiplayer, when the player is dead respawnPlayer method can be called.


respawnPlayer#

C++

void respawnPlayer()

Python

respawn_player() -> None

This method respawns the player after death in multiplayer mode. After calling this method, the first state after the respawn will be available.

See also:


sendGameCommand#

C++

void sendGameCommand(std::string cmd)

Python

send_game_command(cmd: str) -> None

Sends the command to Doom console. It can be used for controlling the game, changing settings, cheats, etc. Some commands will be blocked in some modes.

See also:


getState#

C++

GameStatePtr (std::shared_ptr<GameState>) GameState getState()

Python

get_state() -> GameState

Changed in 1.1.0

Returns GameState object with the current game state. If the current episode is finished, nullptr/null/None will be returned.

See also:


getServerState#

C++

ServerStatePtr (std::shared_ptr<ServerState>) ServerState getServerState()

Python

get_state_state() -> ServerState

Added in 1.1.6

Returns ServerState object with the current server state.

See also:


getLastAction#

C++

std::vector<double> getLastAction()

Python

get_last_action() -> list

Returns the last action performed. Each value corresponds to a button added with [addAvailableButton](#addAvailableButton) (in order of appearance). Most useful in SPECTATOR mode.


getEpisodeTime#

C++

unsigned int getEpisodeTime()

Python

get_episode_time() -> int

Returns number of current episode tic.


save#

C++

void save(std::string filePath)

Python

save(filePath: str) -> None

Added in 1.1.9

Saves a game’s internal state to the file using ZDoom’s save game functionality.


load#

C++

void load(std::string filePath)

Python

load(filePath: str) -> None

Added in 1.1.9

Loads a game’s internal state from the file using ZDoom’s load game functionality. A new state is available after loading. Loading the game state does not reset the current episode state, tic counter/time and total reward state keep their values.

Buttons settings methods#

getAvailableButtons#

C++

std::vector<Button> getAvailableButtons()

Python

get_available_buttons() -> list[Button]

Returns the list of available Buttons.

See also:


setAvailableButtons#

C++

void setAvailableButtons(std::vector<Button> buttons)

Python

`add_available_button(buttons: list

Set given list of Buttons (e.g. TURN_LEFT, MOVE_FORWARD) as available Buttons.

Config key: availableButtons/available_buttons (list)

See also:


addAvailableButton#

C++

void addAvailableButton(Button button, double maxValue = 0)

Python

add_available_button(button: Button, maxValue: float = 0) -> None

Add Button type (e.g. TURN_LEFT, MOVE_FORWARD) to available Buttons and sets the maximum allowed, absolute value for the specified button. If the given button has already been added, it will not be added again, but the maximum value is overridden.

Config key: availableButtons/available_buttons (list)

See also:


clearAvailableButtons#

C++

void clearAvailableButtons()

Python

clear_available_buttons() -> None

Clears all available Buttons added so far.

See also:


getAvailableButtonsSize#

C++

int getAvailableButtonsSize()

Python

get_available_buttons_size() -> int

Returns the number of available Buttons.

See also:


setButtonMaxValue#

C++

void setButtonMaxValue(Button button, double maxValue = 0)

Python

set_button_max_value(button: Button, maxValue: float = 0) -> None

Sets the maximum allowed absolute value for the specified button. Setting the maximum value to 0 results in no constraint at all (infinity). This method makes sense only for delta buttons. The constraints limit applies in all Modes.

See also:


getButtonMaxValue#

C++

unsigned int getButtonMaxValue(Button button)

Python

set_button_max_value(button: Button) -> int

Returns the maximum allowed absolute value for the specified button.

See also:


getButton#

C++

double getButton(Button button)

Python

set_button(button: Button) -> float

Returns the current state of the specified button (ATTACK, USE etc.).

See also:

GameVariables methods#

getAvailableGameVariables#

C++

std::vector<GameVariable> getAvailableGameVariables()

Python

get_available_game_variables() -> list[GameVariables]

Returns the list of available GameVariables.

See also:


setAvailableGameVariables#

C++

void setAvailableGameVariables(std::vector<GameVariable> variables)

Python

`set_available_game_variables(variables: list

Set list of GameVariable as available GameVariables in the GameState returned by getState method.

Config key: availableGameVariables/available_game_variables (list)

See also:


addAvailableGameVariable#

C++

void addAvailableGameVariable(GameVariable variable)

Python

add_available_game_variable(variable: GameVariable) -> None

Adds the specified GameVariable to the list of available game variables (e.g. HEALTH, AMMO1, ATTACK_READY) in the GameState returned by getState method.

Config key: availableGameVariables/available_game_variables (list)

See also:


clearAvailableGameVariables#

C++

void clearAvailableGameVariables()

Python

clear_available_game_variables() -> None

Clears the list of available GameVariables that are included in the GameState returned by getState method.

See also:


getAvailableGameVariablesSize#

C++

unsigned int getAvailableGameVariablesSize()

Python

get_available_game_variables_size() -> int

Returns the number of available GameVariables.

See also:


getGameVariable#

C++

double getGameVariable(GameVariable variable)

Python

get_game_variable(variable: GameVariable) -> float

Returns the current value of the specified game variable (HEALTH, AMMO1 etc.). The specified game variable does not need to be among available game variables (included in the state). It could be used for e.g. shaping. Returns 0 in case of not finding given GameVariable.

See also:

Game Arguments methods#

addGameArgs#

C++

void addGameArgs(std::string args)

Python

add_game_args(args: str) -> None

Adds a custom argument that will be passed to ViZDoom process during initialization. Useful for changing additional game settings.

Config key: gameArgs/game_args

See also:


clearGameArgs#

C++

void clearGameArgs()

Python

clear_game_args() -> None

Clears all arguments previously added with addGameArgs method.

Reward methods#

getLivingReward#

C++

double getLivingReward()

Python

get_living_reward() -> float

Returns the reward granted to the player after every tic.


setLivingReward#

C++

void setLivingReward(double livingReward)

Python

set_living_reward(livingReward: float) -> None

Sets the reward granted to the player after every tic. A negative value is also allowed.

Default value: 0

Config key: livingReward/living_reward


getDeathPenalty#

C++

double getDeathPenalty()

Python

get_death_penalty() -> float

Returns the penalty for the player’s death.


setDeathPenalty#

C++

void setDeathPenalty(double deathPenalty)

Python

set_death_penalty(deathPenalty: float) -> None

Sets a penalty for the player’s death. Note that in case of a negative value, the player will be rewarded upon dying.

Default value: 0

Config key: deathPenalty/death_penalty


getLastReward#

C++

double getLastReward()

Python

get_last_reward() -> float

Returns a reward granted after the last update of state.


getTotalReward#

C++

double getTotalReward()

Python

get_total_reward() -> float

Returns the sum of all rewards gathered in the current episode.

General game setting methods#

loadConfig#

C++

bool loadConfig(std::string filePath)

Python

load_config(filePath: str) -> bool

Loads configuration (resolution, available buttons, game variables etc.) from a configuration file. In case of multiple invocations, older configurations will be overwritten by the recent ones. Overwriting does not involve resetting to default values. Thus only overlapping parameters will be changed. The method returns true if the whole configuration file was correctly read and applied, false if the file contained errors.

If the file relative path is given, it will be searched for in the following order: current directory, current directory + /scenarios/, ViZDoom’s installation directory + /scenarios/.

See also:


getMode#

C++

Mode getMode()

Python

get_mode() -> Mode

Returns current mode (PLAYER, SPECTATOR, ASYNC_PLAYER, ASYNC_SPECTATOR).

See also:


setMode#

C++

void setMode(Mode mode)

Python

set_mode(mode: Mode) -> None

Sets mode (PLAYER, SPECTATOR, ASYNC_PLAYER, ASYNC_SPECTATOR) in which the game will be running.

Default value: PLAYER.

Config key: mode

See also:


getTicrate#

C++

unsigned int getTicrate()

Python

get_ticrate() -> int

Added in 1.1.0

Returns current ticrate.


setTicrate#

C++

void setTicrate(unsigned int ticrate)

Python

set_ticrate(ticrate: int) -> None

Added in 1.1.0

Sets ticrate for ASNYC Modes - number of logic tics executed per second. The default Doom ticrate is 35. This value will play a game at normal speed.

Default value: 35 (default Doom ticrate).

Config key: ticrate

See also:


setViZDoomPath#

C++

void setViZDoomPath(std::string filePath)

Python

set_vizdoom_path(filePath: str) -> None

Sets path to the ViZDoom engine executable vizdoom.

Default value: “{vizdoom.so location}/{vizdoom or vizdoom.exe (on Windows)}”.

Config key: `ViZDoomPath/vizdoom_path


setDoomGamePath#

C++

void setDoomGamePath(std::string filePath)

Python

set_doom_game_path(filePath: str) -> None

Sets the path to the Doom engine based game file (wad format). If not used DoomGame will look for doom2.wad and freedoom2.wad (in that order) in the directory of ViZDoom’s installation (where vizdoom.so/pyd is).

Default value: “{vizdoom.so location}/{doom2.wad, doom.wad, freedoom2.wad or freedoom.wad}”

Config key: DoomGamePath/doom_game_path


setDoomScenarioPath#

C++

void setDoomScenarioPath(std::string filePath)

Python

set_doom_scenario_path(filePath: str) -> None

Sets the path to an additional scenario file (wad format). If not provided, the default Doom single-player maps will be loaded.

Default value: “”

Config key: DoomScenarioPath/set_doom_scenario_path


setDoomMap#

C++

void setDoomMap(std::string map)

Python

set_doom_map(map: str) -> None

Sets the map name to be used.

Default value: “map01”, if set to empty “map01” will be used.

Config key: DoomMap/doom_map


setDoomSkill#

C++

void setDoomSkill(unsigned int skill)

Python

set_doom_skill(skill: int) -> None

Sets Doom game difficulty level, which is called skill in Doom. The higher the skill, the harder the game becomes. Skill level affects monsters’ aggressiveness, monsters’ speed, weapon damage, ammunition quantities, etc. Takes effect from the next episode.

  • 1 - VERY EASY, “I’m Too Young to Die” in Doom.

  • 2 - EASY, “Hey, Not Too Rough” in Doom.

  • 3 - NORMAL, “Hurt Me Plenty” in Doom.

  • 4 - HARD, “Ultra-Violence” in Doom.

  • 5 - VERY HARD, “Nightmare!” in Doom.

Default value: 3

Config key: DoomSkill/doom_skill


setDoomConfigPath#

C++

void setDoomConfigPath(std::string filePath)

Python

set_doom_config_path(filePath: str) -> None

Sets the path for ZDoom’s configuration file. The file is responsible for the configuration of the ZDoom engine itself. If it does not exist, it will be created after the vizdoom executable is run. This method is not needed for most of the tasks and is added for the convenience of users with hacking tendencies.

Default value: “”, if left empty “_vizdoom.ini” will be used.

Config key: DoomConfigPath/doom_config_path


getSeed#

C++

unsigned int getSeed()

Python

getSeed() -> int

Return ViZDoom’s seed.


setSeed#

C++

void setSeed(unsigned int seed)

Python

set_seed(seed: int) -> None

Sets the seed of the ViZDoom’s RNG that generates seeds (initial state) for episodes.

Default value: randomized in constructor

Config key: seed

See also:


getEpisodeStartTime#

C++

unsigned int getEpisodeStartTime()

Python

get_episode_start_time() -> int

Returns start delay of every episode in tics.


setEpisodeStartTime#

C++

void setEpisodeStartTime(unsigned int tics)

Python

set_episode_start_time(tics: int) -> None

Sets start delay of every episode in tics. Every episode will effectively start (from the user’s perspective) after the provided number of tics.

Default value: 1

Config key: episodeStartTime/episode_start_time


getEpisodeTimeout#

C++

unsigned int getEpisodeTimeout()

Python

get_episode_timeout() -> int

Returns the number of tics after which the episode will be finished.


setEpisodeTimeout#

C++

void setEpisodeTimeout(unsigned int tics)

Python

set_episode_timeout(tics: int) -> None

Sets the number of tics after which the episode will be finished. 0 will result in no timeout.

Config key: episodeTimeout/episode_timeout

Output/rendering setting methods#

setScreenResolution#

C++

void setScreenResolution(ScreenResolution resolution)

Python

set_screen_resolution(resolution: ScreenResolution) -> None

Sets the screen resolution. ZDoom engine supports only specific resolutions. Supported resolutions are part of ScreenResolution enumeration (e.g., RES_320X240, RES_640X480, RES_1920X1080). The buffers, as well as the content of ViZDoom’s display window, will be affected.

Default value: RES_320X240

Config key: screenResolution/screen_resolution

See also:


getScreenFormat#

C++

ScreenFormat getScreenFormat()

Python

get_screen_format() -> ScreenFormat

Returns the format of the screen buffer and the automap buffer.


setScreenFormat#

C++

void setScreenFormat(ScreenFormat format)

Python

set_screen_format(format: ScreenFormat) -> None

Sets the format of the screen buffer and the automap buffer. Supported formats are defined in ScreenFormat enumeration type (e.g. CRCGCB, RGB24, GRAY8). The format change affects only the buffers, so it will not have any effect on the content of ViZDoom’s display window.

Default value: CRCGCB

Config key: screenFormat/screen_format

See also:


isDepthBufferEnabled#

C++

bool isDepthBufferEnabled()

Python

is_depth_buffer_enabled() -> None

Added in 1.1.0

Returns true if the depth buffer is enabled.


setDepthBufferEnabled#

C++

void setDepthBufferEnabled(bool depthBuffer)

Python

set_depth_buffer_enabled(depthBuffer: bool) -> None

Added in 1.1.0

Enables rendering of the depth buffer, it will be available in the state. Depth buffer will contain noise if viz_nocheat is enabled.

Default value: false

Config key: depthBufferEnabled/depth_buffer_enabled

See also:


isLabelsBufferEnabled#

C++

bool isLabelsBufferEnabled()

Python

is_labels_buffer_enabled() -> None

Added in 1.1.0

Returns true if the labels buffer is enabled.


setLabelsBufferEnabled#

C++

void setLabelsBufferEnabled(bool labelsBuffer)

Python

set_labels_buffer_enabled(bool labelsBuffer) -> None

Added in 1.1.0

Enables rendering of the labels buffer, it will be available in the state with the vector of Labels. LabelsBuffer will contain noise if viz_nocheat is enabled.

Default value: false

Config key: labelsBufferEnabled/labels_buffer_enabled

See also:


isAutomapBufferEnabled#

C++

bool isAutomapBufferEnabled()

Python

is_automap_buffer_enabled() -> bool

Added in 1.1.0

Returns true if the automap buffer is enabled.


setAutomapBufferEnabled#

C++

void setAutomapBufferEnabled(bool automapBuffer)

Python

set_automap_buffer_enabled(automapBuffer: bool) -> None

Added in 1.1.0

Enables rendering of the automap buffer, it will be available in the state.

Default value: false

Config key: automapBufferEnabled/automap_buffer_enabled

See also:


setAutomapMode#

C++

void setAutomapMode(AutomapMode mode)

Python

set_automap_mode(mode: AutomapMode) -> None

Added in 1.1.0

Sets the automap mode (NORMAL, WHOLE, OBJECTS, OBJECTS_WITH_SIZE), which determines what will be visible on it.

Default value: NORMAL

Config key: automapMode/set_automap_mode

See also:


setAutomapRotate#

C++

void setAutomapRotate(bool rotate)

Python

set_automap_rotate(rotate: bool) -> None

Added in 1.1.0

Determine if the automap will be rotating with the player. If false, north always will be at the top of the buffer.

Default value: false

Config key: automapRotate/automap_rotate


setAutomapRenderTextures#

C++

void setAutomapRenderTextures(bool textures)

Python

set_automap_render_textures(textures: bool) -> None

Added in 1.1.0

Determine if the automap will be textured, showing the floor textures.

Default value: true

Config key: automapRenderTextures/automap_render_textures


setRenderHud#

C++

void setRenderHud(bool hud)

Python

set_render_hud(hud: bool) -> None

Determine if the hud will be rendered in the game.

Default value: false

Config key: renderHud/render_hud


setRenderMinimalHud#

C++

void setRenderMinimalHud(bool minHud)

Python

set_render_minimal_hud(minHud: bool) -> None

Added in 1.1.0

Determine if the minimalistic version of the hud will be rendered instead of the full hud.

Default value: false

Config key: renderMinimalHud/render_minimal_hud


setRenderWeapon#

C++

void setRenderWeapon(bool weapon)

Python

set_render_weapon(weapon: bool) -> None

Determine if the weapon held by the player will be rendered in the game.

Default value: true

Config key: renderWeapon/render_weapon


setRenderCrosshair#

C++

void setRenderCrosshair(bool crosshair)

Python

set_render_crosshair(crosshair: bool) -> None

Determine if the crosshair will be rendered in the game.

Default value: false

Config key: renderCrosshair/render_crosshair


setRenderDecals#

C++

void setRenderDecals(bool decals)

Python

set_render_decals(decals: bool) -> None

Determine if the decals (marks on the walls) will be rendered in the game.

Default value: true

Config key: renderDecals/render_decals


setRenderParticles#

C++

void setRenderParticles(bool particles)

Python

set_render_particles(particles: bool) -> None

Determine if the particles will be rendered in the game.

Default value: true

Config key: renderParticles/render_particles


setRenderEffectsSprites#

C++

void setRenderEffectsSprites(bool sprites)

Python

set_render_effects_sprites(sprites: bool) -> None

Added in 1.1.0

Determine if some effects sprites (gun puffs, blood splats etc.) will be rendered in the game.

Default value: true

Config key: renderEffectsSprites/render_effects_sprites


setRenderMessages#

C++

void setRenderMessages(bool messages)

Python

set_render_messages(messages: bool) -> None

Added in 1.1.0

Determine if in-game messages (information about pickups, kills, etc.) will be rendered in the game.

Default value: false

Config key: renderMessages/render_messages


setRenderCorpses#

C++

void setRenderCorpses(bool corpses)

Python

set_render_corpsess(corpses: bool) -> None

Added in 1.1.0

Determine if actors’ corpses will be rendered in the game.

Default value: true

Config key: renderCorpses/render_corpses


setRenderScreenFlashes#

C++

void setRenderScreenFlashes(bool flashes)

Python

set_render_screen_flashes(flashes: bool) -> None

Added in 1.1.3

Determine if the screen flash effect upon taking damage or picking up items will be rendered in the game.

Default value: true

Config key: renderScreenFlashes/render_screen_flashes


setRenderAllFrames#

C++

void setRenderAllFrames(bool allFrames)

Python

set_render_all_frames(all_frames: bool) -> None

Added in 1.1.3

Determine if all frames between states will be rendered (when skip greater than 1 is used). Allows smooth preview but can reduce performance. It only makes sense to use it if the window is visible.

Default value: false

Config key: renderAllFrames/render_all_frames

See also:


setWindowVisible#

C++

void setWindowVisible(bool visibility)

Python

set_window_visible(visibility: bool) -> None

Determines if ViZDoom’s window will be visible. ViZDoom with window disabled can be used on Linux systems without X Server.

Default value: false

Config key: windowVisible/window_visible


setConsoleEnabled#

C++

void setConsoleEnabled(bool console)

Python

set_console_enabled(console: bool) -> None

Determines if ViZDoom’s console output will be enabled.

Default value: false

Config key: consoleEnabled/console_enabled


setSoundEnabled#

C++

void setSoundEnabled(bool sound)

Python

set_sound_enabled(sound: bool) -> None

Determines if ViZDoom’s sound will be played.

Default value: false

Config key: soundEnabled/sound_enabled


getScreenWidth#

C++

int getScreenWidth()

Python

get_screen_width() -> int

Returns game’s screen width - width of all buffers.


getScreenHeight#

C++

int getScreenHeight()

Python

get_screen_height() -> int

Returns game’s screen height - height of all buffers.


getScreenChannels#

C++

int getScreenChannels()

Python

get_screen_channels() -> int

Returns number of channels in screen buffer and map buffer (depth and labels buffer always have one channel).


getScreenPitch#

C++

size_t getScreenPitch()

Python

get_screen_pitch() -> int

Returns size in bytes of one row in screen buffer and map buffer.


getScreenSize#

C++

size_t getScreenSize()

Python

get_screen_size() -> int

Returns size in bytes of screen buffer and map buffer.


isObjectsInfoEnabled#

C++

bool isObjectInfoEnabled()

Python

is_object_info_enabled() -> bool

Added in 1.1.8

Returns true if the objects information is enabled.


setObjectsInfoEnabled#

C++

void setObjectsInfoEnabled(bool objectsInfo)

Python

set_objects_info_enabled(bool objectsInfo) -> None

Added in 1.1.8

Enables information about all objects present in the current episode/level. It will be available in the state.

Default value: false

Config key: objectsInfoEnabled/objects_info_enabled

See also:


isSectorsInfoEnabled#

C++

bool isSectorsInfoEnabled()

Python

is_sectors_info_enabled() -> bool

Added in 1.1.8

Returns true if the information about sectors is enabled.


setSectorsInfoEnabled#

C++

void setSectorsInfoEnabled(bool sectorsInfo)

Python

set_sectors_info_enabled(bool sectorsInfo) -> None

Added in 1.1.8

Enables information about all sectors (map layout) present in the current episode/level. It will be available in the state.

Default value: false

Config key: sectorsInfoEnabled/sectors_info_enabled

See also:


isAudioBufferEnabled#

C++

bool isAudioBufferEnabled()

Python

is_audio_buffer_enabled() -> bool

Added in 1.1.9

Returns true if the audio buffer is enabled.


setAudioBufferEnabled#

C++

void setAudioBufferEnabled(bool audioBuffer)

Python

set_audio_buffer_enabled(bool audioBuffer) -> None

Added in 1.1.9

Returns true if the audio buffer is enabled.

Default value: false

Config key: audioBufferEnabled/audio_buffer_enabled

See also:


getAudioSamplingRate#

C++

int getAudioSamplingRate()

Python

get_audio_sampling_rate() -> int

Added in 1.1.9

Returns the sampling rate of the audio buffer.

See also:


setAudioSamplingRate#

C++

void setAudioSamplingRate(SamplingRate samplingRate)

Python

set_audio_sampling_rate(SamplingRate samplingRate) -> None

Added in 1.1.9

Sets the sampling rate of the audio buffer.

Default value: false

Config key: audioSamplingRate/audio_samping_rate

See also:


getAudioBufferSize#

C++

int getAudioBufferSize()

Python

get_audio_buffer_size() -> int

Added in 1.1.9

Returns the size of the audio buffer.

See also:


setAudioBufferSize#

C++

void setAudioBufferSize(unsigned int size)

Python

set_audio_buffer_size(size: int) -> None

Added in 1.1.9

Sets the size of the audio buffer. The size is defined by a number of logic tics. After each action audio buffer will contain audio from the specified number of the last processed tics. Doom uses 35 ticks per second.

Default value: 4

Config key: audioBufferSize/audio_buffer_size

See also: