au.Debug.Sounds
au.Debug.Sounds
#Overview
name: au.Debug.Sounds
This variable is created as a Console Variable (cvar).
- type:
Cmd
- help:
Post Sound information to viewport(s).\n0: Disable, 1: Enable\n(Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioDebug.cpp:693
Scope: file
Source code excerpt:
static FAutoConsoleCommandWithWorldAndArgs GAudioDebugSounds
(
TEXT("au.Debug.Sounds"),
TEXT("Post Sound information to viewport(s).\n")
TEXT("0: Disable, 1: Enable\n")
TEXT("(Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world"),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic([](const TArray<FString>& Args, UWorld* InWorld)
{
Audio::DebugSoundObject(Args, InWorld, Audio::DebugStatNames::Sounds, Audio::bDebugSoundsForAllViewsEnabled);
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioDebug.cpp:717
Scope (from outer to inner):
file
lambda-function
Source code excerpt:
bAttenuationVisualizeEnabledCVar = Args[0].ToBool();
// Internally, the visualization code requires au.Debug.Sounds to be enabled,
// so we force it on whenever this one is enabled.
if (bAttenuationVisualizeEnabledCVar)
{
Audio::DebugSoundObject(Args, InWorld, Audio::DebugStatNames::Sounds, Audio::bDebugSoundsForAllViewsEnabled);
}
}),