au.3dVisualize.ActiveSounds

au.3dVisualize.ActiveSounds

#Overview

name: au.3dVisualize.ActiveSounds

This variable is created as a Console Variable (cvar).

It is referenced in 6 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of au.3dVisualize.ActiveSounds is to control the visualization mode for active sounds in Unreal Engine 5. This setting variable is primarily used for debugging and visualizing audio-related information in the engine.

Regarding the associated variable ActiveSoundVisualizeModeCVar:

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioDebug.cpp:30

Scope: file

Source code excerpt:

static int32 ActiveSoundVisualizeModeCVar = 1;
FAutoConsoleVariableRef CVarAudioVisualizeActiveSoundsMode(
	TEXT("au.3dVisualize.ActiveSounds"),
	ActiveSoundVisualizeModeCVar,
	TEXT("Visualization mode for active sounds. \n")
	TEXT("0: Not Enabled, 1: Volume (Lin), 2: Volume (dB), 3: Distance, 4: Random color, 5: Occlusion"),
	ECVF_Default);

static int32 ActiveSoundVisualizeListenersCVar = 0;

#Associated Variable and Callsites

This variable is associated with another variable named ActiveSoundVisualizeModeCVar. They share the same value. See the following C++ source code.

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioDebug.cpp:28

Scope: file

Source code excerpt:


// Console variables
static int32 ActiveSoundVisualizeModeCVar = 1;
FAutoConsoleVariableRef CVarAudioVisualizeActiveSoundsMode(
	TEXT("au.3dVisualize.ActiveSounds"),
	ActiveSoundVisualizeModeCVar,
	TEXT("Visualization mode for active sounds. \n")
	TEXT("0: Not Enabled, 1: Volume (Lin), 2: Volume (dB), 3: Distance, 4: Random color, 5: Occlusion"),
	ECVF_Default);

static int32 ActiveSoundVisualizeListenersCVar = 0;
FAutoConsoleVariableRef CVarAudioVisualizeListeners(

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioDebug.cpp:1066

Scope (from outer to inner):

file
namespace    Audio
function     void FAudioDebugger::DrawDebugInfo

Source code excerpt:

	{
	#if ENABLE_DRAW_DEBUG
		if (!ActiveSoundVisualizeModeCVar)
		{
			return;
		}

		// Only draw spatialized sounds
		const USoundBase* Sound = ActiveSound.GetSound();

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioDebug.cpp:1113

Scope (from outer to inner):

file
namespace    Audio
function     void FAudioDebugger::DrawDebugInfo

Source code excerpt:

			float DisplayValue = 0.0f;
			float FilterValue = 0.0f;
			if (ActiveSoundVisualizeModeCVar == 1 || ActiveSoundVisualizeModeCVar == 2)
			{
				for (FWaveInstance* WaveInstance : ThisSoundsWaveInstances)
				{
					DisplayValue = FMath::Max(DisplayValue, WaveInstance->GetVolumeWithDistanceAndOcclusionAttenuation() * WaveInstance->GetDynamicVolume());
				}
			}
			else if (ActiveSoundVisualizeModeCVar == 3)
			{
				if (ActiveSound.AudioDevice)
				{
					DisplayValue = ActiveSound.AudioDevice->GetDistanceToNearestListener(ActiveSound.Transform.GetLocation()) / CurMaxDistance;
				}
			}
			else if (ActiveSoundVisualizeModeCVar == 4)
			{
				TextColor = ActiveSound.DebugColor;
			}
			else if (ActiveSoundVisualizeModeCVar == 5)
			{
				DisplayValue = ActiveSound.CurrentOcclusionVolumeAttenuation.GetValue();
				FilterValue = ActiveSound.CurrentOcclusionFilterFrequency.GetValue();
			}

			TWeakObjectPtr<UWorld> WorldPtr = ActiveSound.GetWeakWorld();

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioDebug.cpp:1151

Scope (from outer to inner):

file
namespace    Audio
function     void FAudioDebugger::DrawDebugInfo
lambda-function

Source code excerpt:


					FString Descriptor;
					if (ActiveSoundVisualizeModeCVar == 1 || ActiveSoundVisualizeModeCVar == 2)
					{
						const float DisplayDbVolume = Audio::ConvertToDecibels(DisplayValue);
						if (ActiveSoundVisualizeModeCVar == 1)
						{
							Descriptor = FString::Printf(TEXT(" (Vol: %.3f [Active: %.2fs, Playing: %.2fs])"), DisplayValue, PlaybackTime, PlaybackTimeNonVirtualized);
						}
						else
						{
							Descriptor = FString::Printf(TEXT(" (Vol: %.3f dB [Active: %.2fs, Playing: %.2fs])"), DisplayDbVolume, PlaybackTime, PlaybackTimeNonVirtualized);

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioDebug.cpp:1167

Scope (from outer to inner):

file
namespace    Audio
function     void FAudioDebugger::DrawDebugInfo
lambda-function

Source code excerpt:

						Color = FLinearColor::MakeFromHSV8(static_cast<uint8>(Hue), 255u, 255u).ToFColor(true);
					}
					else if (ActiveSoundVisualizeModeCVar == 3)
					{
						Descriptor = FString::Printf(TEXT(" (Dist: %.3f, Max: %.3f)"), DisplayValue * CurMaxDistance, CurMaxDistance);
						const float Hue = FMath::Lerp(ColorGreenHue, ColorRedHue, DisplayValue);
						Color = FLinearColor::MakeFromHSV8(static_cast<uint8>(FMath::Clamp(Hue, 0.0f, 255.f)), 255u, 255u).ToFColor(true);
					}
					else if (ActiveSoundVisualizeModeCVar == 5)
					{
						Descriptor = FString::Printf(TEXT(" (Occlusion Volume: %.3f, Occlusion Filter: %.3f)"), DisplayValue, FilterValue);
						if (bOccluded)
						{
							Color = FColor::Red;
						}