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API > API/Editor > API/Editor/AudioEditor
Inheritance Hierarchy
- UDeveloperSettings
- UAudioEditorSettings
References
| Module | AudioEditor |
| Header | /Engine/Source/Editor/AudioEditor/Classes/AudioEditorSettings.h |
| Include | #include "AudioEditorSettings.h" |
Syntax
UCLASS (Config=EditorPerProjectUserSettings, defaultconfig, Meta=(DisplayName="Audio"))
class UAudioEditorSettings : public UDeveloperSettings
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bPinSoundAttenuationInAssetMenu | Whether to pin the Sound Attenuation asset type when creating new assets. | |
| bool | bPinSoundConcurrencyInAssetMenu | Whether to pin the Sound Concurrency asset type when creating new assets. | |
| bool | bPinSoundCueInAssetMenu | Whether to pin the Sound Cue asset type when creating new assets. | |
| bool | bPinSoundCueTemplateInAssetMenu | Whether to pin the Sound Cue Template asset type when creating new assets. | |
| bool | bUseAudioAttenuation | Whether or not should Audio Attenuation be used by default, for Non-Game Worlds |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FName | |||
| bool | Is audio attenuation used for non-game worlds | ||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | |||
| void | SetUseAudioAttenuation
(
bool bInUseAudioAttenuation |
Set and apply, whether audio attenuation is used for non-game worlds |