SoundGroupProfiles

SoundGroupProfiles

#Overview

name: SoundGroupProfiles

The value of this variable can be defined or overridden in .ini config files. 5 .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:1607, section: [/Script/Engine.SoundGroups]

Location: <Workspace>/Engine/Config/BaseEngine.ini:1608, section: [/Script/Engine.SoundGroups]

Location: <Workspace>/Engine/Config/BaseEngine.ini:1609, section: [/Script/Engine.SoundGroups]

Location: <Workspace>/Engine/Config/BaseEngine.ini:1610, section: [/Script/Engine.SoundGroups]

Location: <Workspace>/Engine/Config/BaseEngine.ini:1611, section: [/Script/Engine.SoundGroups]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Sound/SoundGroups.h:84

Scope (from outer to inner):

file
class        class USoundGroups : public UObject

Source code excerpt:

	// The ini editable array of profiles
	UPROPERTY(config)
	TArray<FSoundGroup> SoundGroupProfiles;

	// Easy lookup mechanism for sound group settings
	mutable TMap<ESoundGroup, FSoundGroup> SoundGroupMap;

};

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/SoundGroups.cpp:10

Scope (from outer to inner):

file
function     void USoundGroups::Initialize

Source code excerpt:

void USoundGroups::Initialize() const
{
	for (int32 ProfileIndex = 0; ProfileIndex < SoundGroupProfiles.Num(); ++ProfileIndex)
	{
		SoundGroupMap.Add(SoundGroupProfiles[ProfileIndex].SoundGroup, SoundGroupProfiles[ProfileIndex]);
	}

	if (!SoundGroupMap.Find(SOUNDGROUP_Default))
	{
		UE_LOG(LogAudio, Warning, TEXT("Missing default SoundGroup profile. Creating default with no decompression."));