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API > API/Editor > API/Editor/AudioEditor
| Name | UAudioEditorSettings |
| Type | class |
| Header File | /Engine/Source/Editor/AudioEditor/Classes/AudioEditorSettings.h |
| Include Path | #include "AudioEditorSettings.h" |
Syntax
UCLASS (MinimalAPI, Config=EditorSettings, Meta=(DisplayName="Audio"))
class UAudioEditorSettings : public UDeveloperSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDeveloperSettings → UAudioEditorSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AudioMixerModuleName | FString | The device id of the currently selected audio output device. Requires editor restart to take effect | AudioEditorSettings.h |
|
| AudioMixerPlatforms | TArray< FAudioPlatform > | Array of available audio platforms. | AudioEditorSettings.h |
|
| AudioOutputDeviceId | FString | The device id of the currently selected audio output device. | AudioEditorSettings.h |
|
| bPinSoundAttenuationInAssetMenu | bool | Whether to pin the Sound Attenuation asset type when creating new assets. | AudioEditorSettings.h |
|
| bPinSoundConcurrencyInAssetMenu | bool | Whether to pin the Sound Concurrency asset type when creating new assets. | AudioEditorSettings.h |
|
| bPinSoundCueInAssetMenu | bool | Whether to pin the Sound Cue asset type when creating new assets. | AudioEditorSettings.h |
|
| bPinSoundCueTemplateInAssetMenu | bool | Whether to pin the Sound Cue Template asset type when creating new assets. | AudioEditorSettings.h |
|
| bUseSubmixesForPreviewSound | bool | Use the submix tree when playing preview sounds | AudioEditorSettings.h |
|
| bUseSystemDevice | bool | Use current audio playback device selected in the operating system. | AudioEditorSettings.h |
|
| MenuPosition | FName | Specify placement of sound menus when right-clicking on sound asset types in Content Browser (ex. 'Last' will sort to bottom, 'First' to top). | AudioEditorSettings.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsUsingAudioAttenuation() |
Is audio attenuation used for non-game worlds | AudioEditorSettings.h | |
virtual void PostInitProperties() |
AudioEditorSettings.h | ||
void RebuildSoundContextMenuSections() |
AudioEditorSettings.h | ||
void SetUseAudioAttenuation
(
bool bInUseAudioAttenuation |
Set and apply, whether audio attenuation is used for non-game worlds | AudioEditorSettings.h |
Overridden from UDeveloperSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetCategoryName() |
AudioEditorSettings.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
AudioEditorSettings.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| AudioEditorSettings.h |