au.editor.SoundWaveOwnerLoadingBehaviorEnable

au.editor.SoundWaveOwnerLoadingBehaviorEnable

#Overview

name: au.editor.SoundWaveOwnerLoadingBehaviorEnable

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

It is referenced in 3 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of au.editor.SoundWaveOwnerLoadingBehaviorEnable is to control the enabling or disabling of the Soundwave owner loading behavior tagging system in Unreal Engine’s audio subsystem.

This setting variable is primarily used in the Engine’s audio module, specifically in the SoundWave loading behavior functionality. It’s part of the sound system in Unreal Engine, which is responsible for managing and processing audio assets.

The value of this variable is set using an FAutoConsoleVariableRef, which means it can be modified at runtime through the console or configuration files. By default, it is set to 1 (enabled).

The associated variable SoundWaveLoadingBehaviorUtil_Enable directly interacts with au.editor.SoundWaveOwnerLoadingBehaviorEnable. They share the same value, and SoundWaveLoadingBehaviorUtil_Enable is used in the actual C++ code to control the behavior.

Developers must be aware that this variable affects the Soundwave owner loading behavior tagging system. When disabled (set to 0), the ISoundWaveLoadingBehaviorUtil::Get() function will return nullptr, effectively disabling the entire system.

Best practices when using this variable include:

  1. Only disable it if you have a specific reason to turn off the Soundwave owner loading behavior tagging.
  2. Be aware that changing this value at runtime may affect audio asset loading and behavior.
  3. Consider the implications on performance and functionality when modifying this setting.

Regarding the associated variable SoundWaveLoadingBehaviorUtil_Enable:

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Sound/SoundWaveLoadingBehavior.cpp:39

Scope: file

Source code excerpt:

static int32 SoundWaveLoadingBehaviorUtil_Enable = 1;
FAutoConsoleVariableRef CVAR_SoundWaveLoadingBehaviorUtil_Enable(
	TEXT("au.editor.SoundWaveOwnerLoadingBehaviorEnable"),
	SoundWaveLoadingBehaviorUtil_Enable,
	TEXT("Enables or disables the Soundwave owner loading behavior tagging"),
	ECVF_Default
);

class FSoundWaveLoadingBehaviorUtil : public ISoundWaveLoadingBehaviorUtil

#Associated Variable and Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Sound/SoundWaveLoadingBehavior.cpp:37

Scope: file

Source code excerpt:

);

static int32 SoundWaveLoadingBehaviorUtil_Enable = 1;
FAutoConsoleVariableRef CVAR_SoundWaveLoadingBehaviorUtil_Enable(
	TEXT("au.editor.SoundWaveOwnerLoadingBehaviorEnable"),
	SoundWaveLoadingBehaviorUtil_Enable,
	TEXT("Enables or disables the Soundwave owner loading behavior tagging"),
	ECVF_Default
);

class FSoundWaveLoadingBehaviorUtil : public ISoundWaveLoadingBehaviorUtil
{

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Sound/SoundWaveLoadingBehavior.cpp:244

Scope (from outer to inner):

file
function     ISoundWaveLoadingBehaviorUtil* ISoundWaveLoadingBehaviorUtil::Get

Source code excerpt:

{
	// Cvar disable system if necessary
	if (!SoundWaveLoadingBehaviorUtil_Enable)
	{
		return nullptr;
	}
		
	// Only run while the cooker is active.
	if (!IsRunningCookCommandlet())