Audio Insight's toolbars and Event Log are used across every other dashboard. The main toolbar controls whether data is being gathered and saved and the cache timeline controls below it let you pause, move through, and replay that data.
The Event Log works hand-in-hand with the cache timeline — it lists every audio event chronologically, and selecting an audio event jumps the cache playhead to the event's timestamp, giving you a second way to navigate cached data.
Main Toolbar Controls
The top toolbar provides controls for how Audio Insights gathers and maintains data from the audio engine.
| Control | Description |
|---|---|
Start Monitoring/Monitoring | This is a direct trace from Unreal Insights and gathers data from the engine without saving anything to a
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Start Recording/Recording | This is the live recording option from Unreal Insights, where all trace data is saved in a file, which appears in the Trace Store section of Unreal Insights. When recording, this button is red. To stop recording to a file, click either the Recording or the Monitoring button. Editor only. |
Save a Snapshot | Saves a snapshot of the most recent trace data to a |
Bookmark | Creates an Audio Insights bookmark in the
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Audio Only Tracing | Audio Insights uses the Unreal Insights tracing capabilities, which can generate a lot of data. If you are only enabling the trace for Audio Insights, clicking this checkbox reduces the data stored as you record and debug your session with Audio Insights. This helps with total system performance and memory usage. Editor only. |
World Filter | This dropdown menu gives you the option to select audio data from the currently-running worlds, including the editor. |
Editor Preferences | Opens Audio Insights settings in the Editor Preferences window so you can edit all settings in one place. |
Audio Insights Documentation | Opens this Audio Insights documentation in a new web browser window. |
Cache Timeline Controls
Audio Insights stores all the trace messages in a common cache as a circular buffer for each dashboard to share. In the Event Log, select a specific time stamp in the cache to freeze the data on all the dashboards for closer inspection.
The Cache Controls toolbar provides controls for how Audio Insights positions and inspects the cached trace data shared across all dashboards.
| Control | Description |
|---|---|
Pause, Stop, and Play | These buttons control how data gets recorded into the cache and where the playhead gets positioned.
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Current, Start, and End times | This toolbar has three time stamp values:
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Timeline Ruler | The timeline visualization shows:
Zoom and pan the timeline ruler for more precise viewing. |
Cache Size | The current cache size and maximum cache size (in mb) is on the right side of the timeline ruler. |
Duration | The length of time covered by the current messages in the cache in seconds. |
Settings | Customize the cache size (in mb) and nudge step size (in seconds). Stop Cache When Paused: The behavior of the cache when the playhead is paused inspecting an event while monitoring:
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Event Log
The Event Log tab displays a scrollable time-stamped list of audio events as they happen. It also acts as a timeline controller for Audio Insights, in that you can select a specific event from this list and then all other tabs display the instantaneous data for that specific time.
When monitoring a live game, the event log stores data in a circular buffer cache that shows the most recent events. When the user selects an event for inspection while monitoring, the data cache continues to fill until the selected event is near the end of the cache. When using Audio Insights on a pre-recorded trace file, the event log shows all the data in that session.
Event Log User Interface
The top level UI elements of the Event Log tab are how you can control and monitor the event log cache and its contents.
| UI Element | Description |
|---|---|
Add Filter menu | Provides a way for you to select the event types shown. |
Filter text | Displays only the event entries which match the string entered. Asset, Actor, Play Order, and Audio Component columns are compared for this filter. |
Clear log | Click to empty the log, so you can get a clean start when capturing a scene. |
| Settings | |
Visible Columns | Customize the data columns displayed. |
Event Log Data
You can select which columns to show by right-clicking on the toolbar, the tab settings, or the editor preferences.
| Column Name | Description |
|---|---|
Cache status | Displays a warning icon if this specific event is close to getting dumped from the cache. |
ID | Shows a unique identifier for each specific event. |
Timestamp | The number of seconds since the session started. |
Play Order | The unique ID given to the audio source in the engine. When you select a specific event, events on the same Play Order (such as stop, virtualize, and similar) are lightly highlighted to indicate the relationship. |
Event | Shows the event type as listed in the Event Types section. |
Actor | The name of the world actor that owns the sound or triggered the event. |
Audio Component | If you gave the Audio Component a unique name, it appears in this column |
Category | The type of sound source for this specific event. |
Event Types
You can use the Add Filter menu to filter the events by type. The event types in this filter menu match the values in the Event column.
Unreal Engine's Sound Concurrency system limits how many sounds can play at once within a defined group and resolves conflicts by priority when that limit is hit. This system produces two different Event Log entries, depending on which sound loses:
Stop Requests > Concurrency: An already-playing sound is stopped to free up a slot for a new, higher-priority sound.
Play Errors > Concurrency: A new sound never starts, because the group is already full and it didn't have enough priority to take a slot.
Custom Event Types
You can create custom events in the Editor Preferences. Under Plugins - Audio Insights, expand Custom Event Log categories, then add your custom events. You can call those events using standard trace calls in C++ or Blueprint to have them populate in the Event Log.
To create a Custom Event Log category:
Add a text string for a category.
List the text string for any events that belong to that category.
These events will be classified and filtered according to the designated category.
Any undefined user events will show up in a generic Custom category.
Event Controls
When using Audio Insights with an editor session, double clicking an event in the Event Log tab opens the asset editor for the event asset. You can also use the right-click context menu for both opening the editor and browsing to the asset.
The Event Log tab shows all the events for a given Audio Device at that time. When you stop Play in Editor (PIE), the audio device might change, which deletes the cached values for the PIE audio device.
To avoid this, in the Level Editor - Miscellaneous > Sound settings, disable Create New Audio Device for Play in Editor. This makes the editor use the same Audio Device as the PIE session, which maintains the events in the Events log after stopping PIE.