au.editor.SoundWaveOwnerLoadingBehaviorEnable
au.editor.SoundWaveOwnerLoadingBehaviorEnable
#Overview
name: au.editor.SoundWaveOwnerLoadingBehaviorEnable
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Enables or disables the Soundwave owner loading behavior tagging
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:
- Only disable it if you have a specific reason to turn off the Soundwave owner loading behavior tagging.
- Be aware that changing this value at runtime may affect audio asset loading and behavior.
- Consider the implications on performance and functionality when modifying this setting.
Regarding the associated variable SoundWaveLoadingBehaviorUtil_Enable
:
- Its purpose is to provide a C++ accessible version of the console variable.
- It is used directly in the Engine’s sound system code to control the behavior of the SoundWave loading system.
- Its value is set by the console variable
au.editor.SoundWaveOwnerLoadingBehaviorEnable
. - It is checked in the
ISoundWaveLoadingBehaviorUtil::Get()
function to determine whether to return a valid instance of the utility or nullptr. - Developers should not modify this variable directly in code, but instead use the console variable to change its value.
- When working with the sound system, always check if this variable is enabled before assuming the SoundWave loading behavior system is active.
#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.
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