ShowFlag.AudioRadius
ShowFlag.AudioRadius
#Overview
name: ShowFlag.AudioRadius
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Allows to override a specific showflag (works in editor and game, \
It is referenced in 4
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of ShowFlag.AudioRadius is to control the visibility of audio radius visualizations in the Unreal Engine editor. This setting is primarily used for debugging and visualization purposes in the audio system.
ShowFlag.AudioRadius is utilized by the audio visualization system in Unreal Engine. Specifically, it is used by component visualizers for audio-related components, such as MediaSoundComponentVisualizer and AudioComponentVisualizer.
The value of this variable is set through the engine’s show flags system, which is typically controlled via the editor UI or through code that manipulates the FEngineShowFlags struct.
The associated variable AudioRadius interacts directly with ShowFlag.AudioRadius. They share the same value and purpose, which is to toggle the visibility of audio radius visualizations.
Developers should be aware that this flag is fixed in shipping builds, meaning it cannot be changed at runtime in a released game. It’s primarily a tool for development and debugging.
Best practices when using this variable include:
- Use it during development to visualize audio source ranges and attenuation.
- Remember to disable it for final builds or when not needed to avoid unnecessary rendering overhead.
- Combine it with other audio debugging tools for comprehensive audio system analysis.
Regarding the associated variable AudioRadius:
The purpose of AudioRadius is identical to ShowFlag.AudioRadius - it controls the visibility of audio radius visualizations in the editor.
It is used in the same subsystems as ShowFlag.AudioRadius, specifically in the component visualizers for audio-related components.
The value of AudioRadius is set and accessed through the FEngineShowFlags struct, typically via editor UI controls or programmatically.
AudioRadius directly interacts with ShowFlag.AudioRadius, as they represent the same setting.
Developers should be aware that this is an editor-only visualization tool and won’t affect runtime behavior in shipped games.
Best practices for using AudioRadius include:
- Utilize it during level design to ensure proper placement and range of audio sources.
- Use it in conjunction with other audio tools to fine-tune the audio experience in your game.
- Remember to consider performance impact when enabling multiple visualizations simultaneously in complex scenes.
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl:221
Scope: file
Source code excerpt:
SHOWFLAG_FIXED_IN_SHIPPING(0, CameraFrustums, SFG_Advanced, NSLOCTEXT("UnrealEd", "CameraFrustumsSF", "Camera Frustums"))
/** Draw sound actor radii */
SHOWFLAG_FIXED_IN_SHIPPING(0, AudioRadius, SFG_Advanced, NSLOCTEXT("UnrealEd", "AudioRadiusSF", "Audio Radius"))
/** Draw force feedback radii */
SHOWFLAG_FIXED_IN_SHIPPING(0, ForceFeedbackRadius, SFG_Advanced, NSLOCTEXT("UnrealEd", "ForceFeedbackSF", "Force Feedback Radius"))
/** Colors BSP based on model component association */
SHOWFLAG_FIXED_IN_SHIPPING(0, BSPSplit, SFG_Advanced, NSLOCTEXT("UnrealEd", "BSPSplitSF", "BSP Split"))
/** show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_FIXED_IN_SHIPPING(0, Brushes, SFG_Hidden, NSLOCTEXT("UnrealEd", "BrushesSF", "Brushes"))
#Associated Variable and Callsites
This variable is associated with another variable named AudioRadius
. They share the same value. See the following C++ source code.
#Loc: <Workspace>/Engine/Plugins/Media/MediaPlayerEditor/Source/MediaPlayerEditor/Private/Visualizers/MediaSoundComponentVisualizer.h:16
Scope (from outer to inner):
file
class class FMediaSoundComponentVisualizer : public TAttenuatedComponentVisualizer<UMediaSoundComponent>
function virtual bool IsVisualizerEnabled
Source code excerpt:
virtual bool IsVisualizerEnabled(const FEngineShowFlags& ShowFlags) const override
{
return ShowFlags.AudioRadius;
}
};
#Loc: <Workspace>/Engine/Source/Editor/ComponentVisualizers/Public/AudioComponentVisualizer.h:10
Scope (from outer to inner):
file
class class FAudioComponentVisualizer : public TAttenuatedComponentVisualizer<UAudioComponent>
function virtual bool IsVisualizerEnabled
Source code excerpt:
virtual bool IsVisualizerEnabled(const FEngineShowFlags& ShowFlags) const override
{
return ShowFlags.AudioRadius;
}
};
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl:221
Scope: file
Source code excerpt:
SHOWFLAG_FIXED_IN_SHIPPING(0, CameraFrustums, SFG_Advanced, NSLOCTEXT("UnrealEd", "CameraFrustumsSF", "Camera Frustums"))
/** Draw sound actor radii */
SHOWFLAG_FIXED_IN_SHIPPING(0, AudioRadius, SFG_Advanced, NSLOCTEXT("UnrealEd", "AudioRadiusSF", "Audio Radius"))
/** Draw force feedback radii */
SHOWFLAG_FIXED_IN_SHIPPING(0, ForceFeedbackRadius, SFG_Advanced, NSLOCTEXT("UnrealEd", "ForceFeedbackSF", "Force Feedback Radius"))
/** Colors BSP based on model component association */
SHOWFLAG_FIXED_IN_SHIPPING(0, BSPSplit, SFG_Advanced, NSLOCTEXT("UnrealEd", "BSPSplitSF", "BSP Split"))
/** show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_FIXED_IN_SHIPPING(0, Brushes, SFG_Hidden, NSLOCTEXT("UnrealEd", "BrushesSF", "Brushes"))