Audio Insights is enabled by default in UE. To disable or re-enable it, go to Edit > Plugins in the main menu, and search for the Audio Insights, Audio Insights Runtime, and Audio Modulation Insights plugins.
Audio Insights Runtime and Audio Modulation Insights plugins add additional functionality to Audio Insights, including Blueprint event nodes and an additional tab for modulation parameters.
To start monitoring audio with Audio Insights from within Unreal Editor, follow these steps:
In Unreal Editor's main menu, select Tools > Audio Insights.
Confirm Monitoring is active (shows a green icon).
If necessary, click Start Monitoring.
Enter PIE mode in your project.
Saving a Trace
By default, monitoring data does not save data. Click Start Recording to begin saving a trace.
Both of these states (monitoring and recording) show a trace stream generated in Unreal Editor. Use the Recording button's state to validate whether Audio Insights is saving the data to disk.
Audio Data Detail Tabs
You can configure the visible tabs using the View menu in the Audio Insights tab:
You can reposition detailed tabs anywhere within the Audio Insights tab or pull them out as free-floating windows. Selecting Reset Layout reverts the tabs to their default positions if your layout gets too scrambled.
Logs
The Logs tab is available in the editor only. This tab is another way to filter and observe Unreal Editor logs next to any pertinent audio information you might be looking at. This data defaults to displaying all audio-specific log categories, but you can change the filters to include or exclude any other log categories and verbosities.
Details Panel
The Details panel is available in the editor only. This tab is a properties inspector built into Audio Insights that displays the editable attributes of any asset you select across the dashboards. It provides a quick way to inspect and edit assets without leaving Audio Insights.
This panel is similar to the Details panels found in other editor windows, but also includes controls for opening or saving the asset. Save All saves all dirtied assets if you have edited more than one.