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]

Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:247, section: [/Script/Engine.AudioSettings]

#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
	{