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]
- INI Section:
/Script/UnrealEd.LevelEditorMiscSettings
- Raw value:
False
- Is Array:
False
#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 );
}