ReverbPlugin
ReverbPlugin
#Overview
name: ReverbPlugin
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 5
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of ReverbPlugin is to specify which of the currently enabled reverb plugins to use for audio processing in Unreal Engine 5. This setting variable is part of the audio system configuration for various target platforms.
ReverbPlugin is used across multiple platform-specific modules in Unreal Engine 5, including:
- LinuxTargetPlatform
- MacTargetPlatform
- WindowsTargetPlatform
- AndroidRuntimeSettings
- IOSRuntimeSettings
The value of this variable is set through the UPROPERTY macro, which allows it to be configurable and editable in the Unreal Engine editor. It is defined as a config property, meaning its value can be saved and loaded from configuration files.
ReverbPlugin interacts closely with OcclusionPlugin, another audio-related setting that specifies which occlusion plugin to use. These two settings are often defined together in the platform-specific settings classes.
Developers must be aware that:
- This setting is platform-specific, so it may need to be configured separately for each target platform.
- The available options for ReverbPlugin depend on the reverb plugins that are currently enabled in the project.
- Changing this setting can affect the audio quality and performance of the game on the target platform.
Best practices when using this variable include:
- Ensure that the specified reverb plugin is compatible with the target platform.
- Test the audio quality with different reverb plugins to find the best balance between quality and performance for each platform.
- Document the chosen reverb plugin for each platform to maintain consistency across the development team.
- Consider the performance implications of the chosen reverb plugin, especially for mobile platforms like Android and iOS.
- Coordinate the ReverbPlugin setting with other audio-related settings to achieve the desired overall audio experience.
#Setting Variables
#References In INI files
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:309, section: [/Script/WindowsTargetPlatform.WindowsTargetSettings]
- INI Section:
/Script/WindowsTargetPlatform.WindowsTargetSettings
- Raw value:
Built-in Reverb
- Is Array:
False
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:383, section: [/Script/LinuxTargetPlatform.LinuxTargetSettings]
- INI Section:
/Script/LinuxTargetPlatform.LinuxTargetSettings
- Raw value: ``
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Developer/Linux/LinuxTargetPlatform/Classes/LinuxTargetSettings.h:33
Scope (from outer to inner):
file
class class ULinuxTargetSettings : public UObject
Source code excerpt:
/** Which of the currently enabled reverb plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString ReverbPlugin;
/** Which of the currently enabled occlusion plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString OcclusionPlugin;
/** Quality Level to COOK SoundCues at (if set, all other levels will be stripped by the cooker). */
#Loc: <Workspace>/Engine/Source/Developer/Mac/MacTargetPlatform/Classes/MacTargetSettings.h:157
Scope (from outer to inner):
file
class class UMacTargetSettings : public UObject
Source code excerpt:
/** Which of the currently enabled reverb plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString ReverbPlugin;
/** Which of the currently enabled occlusion plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString OcclusionPlugin;
/** Quality Level to COOK SoundCues at (if set, all other levels will be stripped by the cooker). */
#Loc: <Workspace>/Engine/Source/Developer/Windows/WindowsTargetPlatform/Classes/WindowsTargetSettings.h:94
Scope (from outer to inner):
file
class class UWindowsTargetSettings : public UObject
Source code excerpt:
/** Which of the currently enabled reverb plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString ReverbPlugin;
/** Which of the currently enabled occlusion plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString OcclusionPlugin;
/** Audio Cook Settings */
#Loc: <Workspace>/Engine/Source/Runtime/Android/AndroidRuntimeSettings/Classes/AndroidRuntimeSettings.h:592
Scope (from outer to inner):
file
class class UAndroidRuntimeSettings : public UObject
Source code excerpt:
/** Which of the currently enabled reverb plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString ReverbPlugin;
/** Which of the currently enabled occlusion plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString OcclusionPlugin;
/** Various overrides for how this platform should handle compression and decompression */
#Loc: <Workspace>/Engine/Source/Runtime/IOS/IOSRuntimeSettings/Classes/IOSRuntimeSettings.h:535
Scope (from outer to inner):
file
class class UIOSRuntimeSettings : public UObject
Source code excerpt:
/** Which of the currently enabled reverb plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString ReverbPlugin;
/** Which of the currently enabled occlusion plugins to use. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString OcclusionPlugin;
/** Various overrides for how this platform should handle compression and decompression */