DefaultSoundConcurrencyName
DefaultSoundConcurrencyName
#Overview
name: DefaultSoundConcurrencyName
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>/Projects/Lyra/Config/DefaultEngine.ini:248, section: [/Script/Engine.AudioSettings]
- INI Section:
/Script/Engine.AudioSettings
- Raw value:
/Game/Audio/Concurrency/SCon_Default.SCon_Default
- 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:142
Scope (from outer to inner):
file
class class UAudioSettings : public UDeveloperSettings
Source code excerpt:
/** 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 */
UPROPERTY(config, EditAnywhere, Category="Audio", meta=(AllowedClasses="/Script/Engine.SoundMix"))
FSoftObjectPath DefaultBaseSoundMix;
/** Sound class to be used for the VOIP audio component */
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/AudioSettings.cpp:266
Scope (from outer to inner):
file
function void UAudioSettings::LoadDefaultObjects
Source code excerpt:
}
if (UObject* SoundConcurrencyObject = DefaultSoundConcurrencyName.TryLoad())
{
DefaultSoundConcurrency = CastChecked<USoundConcurrency>(SoundConcurrencyObject);
DefaultSoundConcurrency->AddToRoot();
}
else
{