au.Debug.Sounds

au.Debug.Sounds

#Overview

name: au.Debug.Sounds

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

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);
		}
	}),