au.Debug.SoundCues.Minimal
au.Debug.SoundCues.Minimal
#Overview
name: au.Debug.SoundCues.Minimal
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Use the compact view of sound cue debug when enabled. \n0: Not Enabled, 1: Enabled
It is referenced in 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of au.Debug.SoundCues.Minimal is to control the display mode of sound cue debugging information in Unreal Engine 5. It allows developers to switch between a compact and a detailed view of sound cue debug output.
This setting variable is primarily used by the audio debugging system within the Engine module of Unreal Engine 5. Based on the callsites, it’s clear that this variable is utilized in the AudioDebug.cpp file, which is part of the Engine’s runtime audio debugging functionality.
The value of this variable is set through a console variable (CVar) system. It’s initialized to 0 by default, and can be changed at runtime using console commands or through code.
The associated variable SoundCueDebugMinimalCVar directly interacts with au.Debug.SoundCues.Minimal. They share the same value, with SoundCueDebugMinimalCVar being the actual integer variable used in the C++ code, while au.Debug.SoundCues.Minimal is the console-accessible name.
Developers should be aware that:
- This variable is a boolean flag (0 or 1).
- When enabled (set to 1), it activates a compact view of sound cue debugging.
- It affects the debug output in the FAudioDebugger::RenderStatCues function.
Best practices when using this variable include:
- Use it during development and debugging phases, not in production builds.
- Toggle between minimal and detailed views as needed to balance information density and readability.
- Consider performance implications when using detailed debug views in complex audio scenarios.
Regarding the associated variable SoundCueDebugMinimalCVar:
- Its purpose is to provide a C++-accessible integer representation of the au.Debug.SoundCues.Minimal setting.
- It’s used directly in the Engine’s audio debugging code to determine whether to use the compact view.
- Its value is set by the console variable system and can be modified at runtime.
- Developers should treat it as read-only within their code, modifying it only through the console variable system to maintain consistency.
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioDebug.cpp:118
Scope: file
Source code excerpt:
static int32 SoundCueDebugMinimalCVar = 0;
FAutoConsoleVariableRef CVarAudioSoundCueDebugMinimal(
TEXT("au.Debug.SoundCues.Minimal"),
SoundCueDebugMinimalCVar,
TEXT("Use the compact view of sound cue debug when enabled. \n")
TEXT("0: Not Enabled, 1: Enabled"),
ECVF_Default);
static int32 SoundCueDebugTabSpacingCVar = 5;
#Associated Variable and Callsites
This variable is associated with another variable named SoundCueDebugMinimalCVar
. They share the same value. See the following C++ source code.
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioDebug.cpp:116
Scope: file
Source code excerpt:
ECVF_Default);
static int32 SoundCueDebugMinimalCVar = 0;
FAutoConsoleVariableRef CVarAudioSoundCueDebugMinimal(
TEXT("au.Debug.SoundCues.Minimal"),
SoundCueDebugMinimalCVar,
TEXT("Use the compact view of sound cue debug when enabled. \n")
TEXT("0: Not Enabled, 1: Enabled"),
ECVF_Default);
static int32 SoundCueDebugTabSpacingCVar = 5;
FAutoConsoleVariableRef CVarAudioSoundCueDebugTabSpacing(
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioDebug.cpp:1494
Scope (from outer to inner):
file
namespace Audio
function int32 FAudioDebugger::RenderStatCues
Source code excerpt:
FAudioStats& AudioStats = AudioDeviceStats.FindOrAdd(AudioDevice->DeviceID);
if (!SoundCueDebugMinimalCVar)
{
for (const FAudioStats::FStatSoundInfo& StatSoundInfo : AudioStats.StatSoundInfos)
{
for (const FAudioStats::FStatWaveInstanceInfo& WaveInstanceInfo : StatSoundInfo.WaveInstanceInfos)
{
if (WaveInstanceInfo.Volume >= MinDisplayVolume)