bAllowBackgroundAudio

bAllowBackgroundAudio

#Overview

name: bAllowBackgroundAudio

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:210, section: [/Script/UnrealEd.LevelEditorMiscSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/LevelEditorMiscSettings.h:54

Scope (from outer to inner):

file
class        class ULevelEditorMiscSettings : public UDeveloperSettings

Source code excerpt:

	/** If checked audio playing in the editor will continue to play even if the editor is in the background */
	UPROPERTY(EditAnywhere, config, Category=Sound)
	uint32 bAllowBackgroundAudio:1;

	/** If checked, will create a new audio engine instance for the play-in-editor window. Otherwise, will re-use the audio device used in content browser. */
	UPROPERTY(EditAnywhere, config, Category = Sound)
	uint32 bCreateNewAudioDeviceForPlayInEditor: 1;

	/** If true audio will be enabled in the editor. Does not affect PIE **/

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/EditorEngine.cpp:1747

Scope (from outer to inner):

file
function     void UEditorEngine::Tick

Source code excerpt:

	const bool bHasFocus = FApp::HasFocus();

	if (bHasFocus || GetDefault<ULevelEditorMiscSettings>()->bAllowBackgroundAudio)
	{
		if (!PlayWorld)
		{
			// Adjust the global volume multiplier if the window has focus and there is no pie world or no viewport overriding audio.
			FApp::SetVolumeMultiplier( GetDefault<ULevelEditorMiscSettings>()->EditorVolumeLevel );
		}