bEnableAsyncSoundWaveCompilation
bEnableAsyncSoundWaveCompilation
#Overview
name: bEnableAsyncSoundWaveCompilation
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 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of bEnableAsyncSoundWaveCompilation is to enable asynchronous compilation of sound waves in Unreal Engine 5. This setting is primarily used for performance optimization in the audio system, specifically during the import and loading of sound assets.
This setting variable is part of the Unreal Engine’s Editor subsystem, specifically within the Editor Experimental Settings. It is referenced in the UnrealEd module and affects the Engine’s audio compilation process.
The value of this variable is set in the UEditorExperimentalSettings class constructor, initially defaulting to false. It can be modified through the Editor’s Project Settings interface, as it is marked with the UPROPERTY macro and has the EditAnywhere and config specifiers.
This variable interacts with other asynchronous compilation settings in the UEditorExperimentalSettings class, such as bEnableAsyncStaticMeshCompilation and bEnableAsyncSkinnedAssetCompilation. It’s part of a broader strategy to improve asset compilation performance.
Developers should be aware that enabling this option may affect the behavior of sound asset loading and compilation. While it can improve performance, it may also introduce potential issues related to asset availability or race conditions if not properly managed.
Best practices when using this variable include:
- Testing thoroughly after enabling to ensure no adverse effects on sound asset behavior in your project.
- Monitoring performance improvements to validate the benefits of enabling this option.
- Considering enabling this along with other async compilation options for consistent behavior across asset types.
- Being cautious when modifying this setting in shipping builds, as it may affect runtime behavior.
- Documenting any project-specific implications or requirements related to this setting for your development team.
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:159, section: [/Script/UnrealEd.EditorExperimentalSettings]
- INI Section:
/Script/UnrealEd.EditorExperimentalSettings
- Raw value:
True
- 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/EditorExperimentalSettings.h:27
Scope (from outer to inner):
file
class class UEditorExperimentalSettings : public UObject
Source code excerpt:
UPROPERTY(EditAnywhere, config, Category = Performance, meta = (DisplayName = "Enable async static mesh compilation and loading"))
bool bEnableAsyncStaticMeshCompilation;
/** Enable async skeletal mesh compilation to improve import and map load time performance when compilation is required */
UE_DEPRECATED(5.1, "Deprecated & replaced by bEnableAsyncSkinnedAssetCompilation.")
UPROPERTY(/*EditAnywhere - deprecated & replaced by bEnableAsyncSkinnedAssetCompilation, */config/*, Category = Performance, meta = (DisplayName = "Enable async skeletal mesh compilation and loading")*/)
bool bEnableAsyncSkeletalMeshCompilation;
/** Enable async skinned asset compilation to improve import and map load time performance when compilation is required */
UPROPERTY(EditAnywhere, config, Category = Performance, meta = (DisplayName = "Enable async skinned asset compilation and loading"))
bool bEnableAsyncSkinnedAssetCompilation;
/** Enable async sound compilation to improve import and map load time performance when compilation is required */
UPROPERTY(EditAnywhere, config, Category = Performance, meta = (DisplayName = "Enable async sound compilation and loading"))
bool bEnableAsyncSoundWaveCompilation;
/** Allows the editor to run on HDR monitors on Windows 10 */
UPROPERTY(EditAnywhere, config, Category = HDR, meta = (ConfigRestartRequired = true, DisplayName = "Enable Editor Support for HDR Monitors"))
bool bHDREditor;
/** The brightness of the slate UI on HDR monitors */
UPROPERTY(EditAnywhere, config, Category = HDR, meta = (ClampMin = "100.0", ClampMax = "300.0", UIMin = "100.0", UIMax = "300.0"))
float HDREditorNITLevel;
/** Allows usage of the procedural foliage system */
UPROPERTY(EditAnywhere, config, Category = Foliage, meta = (DisplayName = "Procedural Foliage"))
bool bProceduralFoliage;
/** Allows usage of the Translation Picker */
UPROPERTY(EditAnywhere, config, Category = Tools, meta = (DisplayName = "Translation Picker"))
bool bEnableTranslationPicker;
/** Specify which console-specific nomenclature to use for gamepad label text */
UPROPERTY(EditAnywhere, config, Category=UserInterface, meta=(DisplayName="Console for Gamepad Labels"))
TEnumAsByte<EConsoleForGamepadLabels::Type> ConsoleForGamepadLabels;
/** Allows for customization of toolbars and menus throughout the editor */
UPROPERTY(config)
bool bToolbarCustomization;
/** Break on Exceptions allows you to trap Access Nones and other exceptional events in Blueprints. */
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Settings/SettingsClasses.cpp:175
Scope (from outer to inner):
file
function UEditorExperimentalSettings::UEditorExperimentalSettings
Source code excerpt:
ECVF_Default);
static TAutoConsoleVariable<float> CVarEditorHDRNITLevel(
TEXT("Editor.HDRNITLevel"),
160.0f,
TEXT("Sets The desired NIT level of the editor when running on HDR"),
ECVF_Default);
UEditorExperimentalSettings::UEditorExperimentalSettings( const FObjectInitializer& ObjectInitializer )
: Super(ObjectInitializer)
, bEnableAsyncTextureCompilation(false)
, bEnableAsyncStaticMeshCompilation(false)
, bEnableAsyncSkeletalMeshCompilation(true) // This was false and set to True in /Engine/Config/BaseEditorPerProjectUserSettings.ini. The setting is removed from .ini so change it to default True.
, bEnableAsyncSkinnedAssetCompilation(false)
, bEnableAsyncSoundWaveCompilation(false)
, bHDREditor(false)
, HDREditorNITLevel(160.0f)
, bUseOpenCLForConvexHullDecomp(false)
, bAllowPotentiallyUnsafePropertyEditing(false)
, bPackedLevelActor(true)
, bLevelInstance(true)
{
}
void UEditorExperimentalSettings::PostInitProperties()
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// bEnableAsyncSkeletalMeshCompilation's default to True (see comment in constructor above).
// To be backwards compatible, if a user project overrides it to False, pass on the value to bEnableAsyncSkinnedAssetCompilation.
if (!bEnableAsyncSkeletalMeshCompilation)
{
UE_LOG(LogSettingsClasses, Warning, TEXT("bEnableAsyncSkeletalMeshCompilation is deprecated and replaced with bEnableAsyncSkinnedAssetCompilation. Please update the config. Setting bEnableAsyncSkinnedAssetCompilation to False."));
bEnableAsyncSkinnedAssetCompilation = false;
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
CVarEditorHDRSupport->Set(bHDREditor ? 1 : 0, ECVF_SetByProjectSetting);
CVarEditorHDRNITLevel->Set(HDREditorNITLevel, ECVF_SetByProjectSetting);
Super::PostInitProperties();
}
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/SoundWaveCompiler.cpp:40
Scope (from outer to inner):
file
namespace SoundWaveCompilingManagerImpl
function static void EnsureInitializedCVars
Source code excerpt:
}
static void EnsureInitializedCVars()
{
static bool bIsInitialized = false;
if (!bIsInitialized)
{
bIsInitialized = true;
AsyncCompilationHelpers::EnsureInitializedCVars(
TEXT("SoundWave"),
CVarAsyncSoundWaveStandard.AsyncCompilation,
CVarAsyncSoundWaveStandard.AsyncCompilationMaxConcurrency,
GET_MEMBER_NAME_CHECKED(UEditorExperimentalSettings, bEnableAsyncSoundWaveCompilation));
}
}
}
FSoundWaveCompilingManager::FSoundWaveCompilingManager()
: Notification(MakeUnique<FAsyncCompilationNotification>(GetAssetNameFormat()))
{
SoundWaveCompilingManagerImpl::EnsureInitializedCVars();
}
FName FSoundWaveCompilingManager::GetStaticAssetTypeName()
{
return TEXT("UE-SoundWave");
}
FName FSoundWaveCompilingManager::GetAssetTypeName() const
{
return GetStaticAssetTypeName();
}
TArrayView<FName> FSoundWaveCompilingManager::GetDependentTypeNames() const
{
return TArrayView<FName>{ };
}
FTextFormat FSoundWaveCompilingManager::GetAssetNameFormat() const