HDRAudioSubmixEffectChain
HDRAudioSubmixEffectChain
#Overview
name: HDRAudioSubmixEffectChain
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/DefaultGame.ini:221, section: [/Script/LyraGame.LyraAudioSettings]
- INI Section:
/Script/LyraGame.LyraAudioSettings
- Raw value:
(Submix="/Game/Audio/Submixes/MainSubmix.MainSubmix",SubmixEffectChain=("/Game/Audio/Effects/SubmixEffects/DYN_MainDynamics.DYN_MainDynamics"))
- Is Array:
True
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Projects/Lyra/Source/LyraGame/Audio/LyraAudioMixEffectsSubsystem.cpp:150
Scope (from outer to inner):
file
function void ULyraAudioMixEffectsSubsystem::PostInitialize
Source code excerpt:
// Load HDR Submix Effect Chain
for (const FLyraSubmixEffectChainMap& SoftSubmixEffectChain : LyraAudioSettings->HDRAudioSubmixEffectChain)
{
FLyraAudioSubmixEffectsChain NewEffectChain;
if (UObject* SubmixObjPath = SoftSubmixEffectChain.Submix.LoadSynchronous())
{
if (USoundSubmix* Submix = Cast<USoundSubmix>(SubmixObjPath))
#Loc: <Workspace>/Projects/Lyra/Source/LyraGame/Audio/LyraAudioSettings.h:68
Scope (from outer to inner):
file
class class ULyraAudioSettings : public UDeveloperSettings
Source code excerpt:
/** Submix Processing Chains to achieve high dynamic range audio output */
UPROPERTY(config, EditAnywhere, Category = EffectSettings)
TArray<FLyraSubmixEffectChainMap> HDRAudioSubmixEffectChain;
/** Submix Processing Chains to achieve low dynamic range audio output */
UPROPERTY(config, EditAnywhere, Category = EffectSettings)
TArray<FLyraSubmixEffectChainMap> LDRAudioSubmixEffectChain;
private: