DefaultMediaSoundClassName
DefaultMediaSoundClassName
#Overview
name: DefaultMediaSoundClassName
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEngine.ini:1596, section: [/Script/Engine.AudioSettings]
- INI Section:
/Script/Engine.AudioSettings
- Raw value:
/Engine/EngineSounds/Master.Master
- Is Array:
False
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:247, section: [/Script/Engine.AudioSettings]
- INI Section:
/Script/Engine.AudioSettings
- Raw value:
/Game/Audio/Classes/RenderedCinematics.RenderedCinematics
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Sound/AudioSettings.h:138
Scope (from outer to inner):
file
class class UAudioSettings : public UDeveloperSettings
Source code excerpt:
/** The SoundClass assigned to media player assets */
UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (AllowedClasses = "/Script/Engine.SoundClass", DisplayName = "Default Media Sound Class"))
FSoftObjectPath DefaultMediaSoundClassName;
/** The SoundConcurrency assigned to newly created sounds */
UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (AllowedClasses = "/Script/Engine.SoundConcurrency", DisplayName = "Default Sound Concurrency"))
FSoftObjectPath DefaultSoundConcurrencyName;
/** The SoundMix to use as base when no other system has specified a Base SoundMix */
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioSettings.cpp:250
Scope (from outer to inner):
file
function void UAudioSettings::LoadDefaultObjects
Source code excerpt:
}
if (UObject* MediaSoundClassObject = DefaultMediaSoundClassName.TryLoad())
{
DefaultMediaSoundClass = CastChecked<USoundClass>(MediaSoundClassObject);
DefaultMediaSoundClass->AddToRoot();
}
else
{