Audio Console Commands

A reference guide for Unreal Audio Engine console commands.

When debugging games or other projects in Unreal Engine, it can be helpful to send commands to your game or the editor directly while it is running. This is especially true for audio. If you are trying to trace a bug that only occurs in narrow or unknown circumstances, console commands can help by enabling or disabling specific functionalities, or by altering a significant parameter in real time.

How to Use the Console

By default, the Command Console is included in the Bottom Toolbar. It is located at the bottom of the Unreal Editor window. You can jump directly to the Command Console entry field by pressing the tilde key ( ~ ) on the keyboard. Note that on British English keyboards, the key used is the grave key ( ` ).

The Command Console in the Bottom Toolbar

If the tilde key does not open the console, or if you want to use a different key, you can change your keyboard bindings by going to Project Settings > Engine > Input > Console Keys.

When using the console commands, you may also want to open the Output Log. Click the shortcut located to the left of the Command Console. Pressing the tilde key ( ~ ) twice will open the output log drawer as well. This can be also set at Window > Output Log.

Most audio console commands involve setting a given console variable (CVar) to a desired value, through the syntax <CVar> <Value>.

For example, to debug a sound mix, you would set the CVar au.Debug.SoundMixes to true using the command au.Debug.SoundMixes 1 in the console, where 1 = true.

You can also find more information about the usage of a given CVar by entering the command <CVar> ? or by using the help command.

Commands that you type into the console will affect your editor in real time. Console commands can be executed from within the game, from within the editor, or, if the game has been started, by using the server switch from the server's console.

Common Commands and Uses

With the exception of a handful of older functions, console commands and variables that are audio specific have the au. prefix. Because the console supports autosuggestion, you can get a list of available commands by typing au. in the console and scrolling through the listed commands.

  • au.Debug.SoundMixes — This variable, when set to 1, provides information on the currently active sound class mixes. As sound mixes are objects that can impact many sounds in the level at once, glitches with them can be hard to trace. By displaying information on sound mixes, it is easy to tell if any unexpected sound mixes are getting triggered, a sound mix is failing to be pushed and popped off the sound mix modifiers list as expected, or multiple instances of the same mix being active simultaneously. This is often a good first step if attempting to debug a situation such as a single class of sounds suddenly becoming inaudible.

  • au.DumpActiveSounds — When set to 1, this variable provides a list of all sounds currently playing. You can use this to narrow down possible sources of errors for issues that sound identical to the human ear, but have different causes. For example, if a sound can no longer be heard, dumping active sounds can clarify whether it is an issue of a sound not being played or if the sound is playing at an inaudibly low level. Similarly, it can help distinguish between loud sounds that are the result of volume modifiers set to unreasonable volumes, and loud sounds that are the result of multiple instances of the same sound playing simultaneously which you might perceive as one very loud sound.

  • au.Debug.AudioMemReport — Use this command without additional arguments to generate a detailed document on the memory usage of active sound objects. This is useful for tracking down unexpectedly large amounts of memory usage in the audio system. It is also useful for general audio optimization.

Audio Console Commands





Sets the visualization mode for active sounds.

0: Disable, 1: Volume (Linear), 2: Volume (dB), 3: Distance, 4: Random Color, 5: Occlusion Volume and Filter Amount


Sets the type of sound to visualize.

0: All, 1: Components Only, 2: Non-Components Only


If enabled, visualizes attenuation spheres.

0: Disable, 1: Enable


If enabled, activates audio visualization.

0: Disable, 1: Enable


If enabled, visualizes listeners.

0: Disable, 1: Enable


If enabled, visualizes spatialized audio sources.

0: Disable, 1: Enable


If enabled, visualizes virtualized loops.

0: Disable, 1: Enable


Sets the number of ADPCM decode attempts before stopping the Sound Wave altogether.

<Value>: Number of Attempts


If enabled, intentionally drops chunks.

0: Disable, 1: Enable


If enabled, disables forward file scanning when seeks are pending.

0: Disable, 1: Enable


If enabled, disables ADPCM seeking.

0: Disable, 1: Enable


If enabled, forward seeks stop after failing to load two chunks in a row.

0: Disable, 1: Enable


If enabled, spatializes audio. If disabled, sounds will still attenuate.

0: Disable, 1: Enable (Default)


If enabled, allows reverb processing for sources with more than 2 channels.

0: Disable, 1: Enable


If enabled, allows au.IsUsingAudioMixer to swap out the audio engine (even if in use).

0: Disable, 1: Enable


If enabled, decodes to a virtual 7.1 speaker configuration before mixdown instead of decoding directly to the output device configuration.

0: Disable, 1: Enable


Sets a timeline shift (in seconds) for baked analysis playback.

<Value>: Timeline Shift


Sets a threshold (in milliseconds) to log warnings on commands which took longer to execute.

<Value>: Threshold


If enabled, logs each audio thread command caller and execution time.

0: Disable, 1: Enable


If enabled, queries baked analysis from audio components.

0: Disable, 1: Enable


If enabled, bypasses all submix effects.

0: Disable, 1: Enable


If enabled, bypasses audio plugin processing.

0: Disable, 1: Enable


If enabled, ignores the Play When Silent flag for non-procedural sources.

0: Disable, 1: Enable


Clears any soloed or muted sounds.



Sets the command buffer flush wait time (in milliseconds).

<Value>: Wait Time


Sets the maximum command buffer size (in megabytes) to allow before ignoring additional commands.

<Value>: Buffer Size


If enabled, compresses Sound Waves (when supported by the codec).

0: Disable, 1: Enable


Sets the silent volume threshold for volume scaling (linear).

<Value>: Volume Threshold


Sets the X coordinate of the debug text on the viewport.

<Value>: X (Default = 100)


Sets the Y coordinate of the debug text on the viewport.

<Value>: Y (Default = -1)


If enabled, activates debug sound generation.

0: Disable, 1: Sine Tone, 2: White Noise


Sets the channel output index of debug audio. If input is beyond supported channel range, defaults to 0.

<Value>: Channel Index (Left = 0, Right = 1, and so on)


Sets the debug sound generation frequency.

0: Disable, 1: Sine Tone, 2: White Noise


Plays a Sound Cue.

  • -Name: Plays the sound with the specified name (if it is in audio settings).

  • -Path: Plays the sound at the specified path.

  • -Radius: (Optional): Radial distance between listener and source.

  • -Azimuth: (Optional) Azimuth angle between listener and source (in degrees, where 0 is straight ahead, negative to left, positive to right).

  • -Elevation: (Optional) The elevation between listener and source.

  • -AllViews: (Optional) Plays through all viewports.

  • -LogSubtitles: (Optional) Logs the sound's subtitle.


Plays a Sound Wave.

  • -Name: Plays the sound with the specified name (if it is in audio settings).

  • -Path: Plays the sound at the specified path.

  • -Radius: (Optional): Radial distance between listener and source.

  • -Azimuth: (Optional) Azimuth angle between listener and source (in degrees, where 0 is straight ahead, negative to left, positive to right).

  • -Elevation: (Optional) The elevation between listener and source.

  • -AllViews: (Optional) Plays through all viewports.

  • -LogSubtitles: (Optional) Logs the sound's subtitle.


If enabled, displays Sound Cue information on viewports.

  • 0: Disable

  • 1: Enable

  • -AllViews: (Optional) Apply changes to all viewports.


If enabled, uses the Sound Cue debug compact view.

0: Disable, 1: Enable


If enabled, displays Sound Cue distances.

0: Disable, 1: Enable


If enabled, displays full Sound Cue paths.

0: Disable, 1: Enable


Sets the compact view character size (in pixels).

<Value>: Character Size (Default = 7)


Sets the compact view tab size (in characters).

<Value>: Tab Size (Default = 5)


If enabled, displays sound mix information on viewports.

  • 0: Disable

  • 1: Enable

  • -AllViews: (Optional) Apply changes to all viewports.


If enabled, displays modulation information on viewports.

  • 0: Disable

  • 1: Enable

  • -AllViews: (Optional) Apply changes to all viewports.


If enabled, displays reverb information on viewports.

  • 0: Disable

  • 1: Enable

  • -AllViews: (Optional) Apply changes to all viewports.


If enabled, displays sound information on viewports.

  • 0: Disable

  • 1: Enable

  • -AllViews: (Optional) Apply changes to all viewports.


Sets the maximum number of sounds to display in the full sound debugger view.

<Value>: Maximum Number (Default = 32)


If enabled, displays full paths of sounds in the debugger list.

0: Disable, 1: Enable


Sets the sound stat sorting attribute.

Class, Distance, Name (Default), Time, Waves, Volume, Priority (Highest of Wave Instances per Sound)


Sets the body text color in audio debug views.

White, Red, Orange, Yellow, Blue, Magenta, Purple, Black


If enabled, displays Sound Wave information on viewports.

  • 0: Disable

  • 1: Enable

  • -AllViews: (Optional) Apply changes to all viewports.


Stops debug sound.

-AllViews: (Optional) Stops sound in all viewports.


If enabled, displays stream caching information on viewports.

  • 0: Disable

  • 1: Enable

  • -AllViews: (Optional) Apply changes to all viewports.


If set, overrides the maximum decompression duration (in seconds) in either the sound group or the platform's runtime settings.

<Value>: Maximum Duration


Sets the default modulation plugin to load and use (overridden by platform-specific implementation name in config).

<Value>: Plugin Name


If enabled, disables external volume changes.

0: Disable, 1: Enable


If enabled, disables precaching on load or startup and will only precache synchronously when playing.

0: Disable (Default), 1: Enable


If enabled, disables binaural spatialization.

0: Disable, 1: Enable


If enabled, disables device swap handling code for Audio Mixer on Windows.

0: Disable, 1: Enable


If enabled, disables distance attenuation.

0: Disable, 1: Enable


If enabled, disables envelope follower use for source envelope tracking.

0: Disable, 1: Enable


If enabled, disables per-source lowpass and highpass filter use.

0: Disable, 1: Enable


If enabled, disables per-source high pass filter use.

0: Disable, 1: Enable


If enabled, disables reverb on legacy audio backends.

0: Disable, 1: Enable


If enabled, disables audio occlusion.

0: Disable, 1: Enable


If enabled, disables async task use for processing sources.

0: Disable, 1: Enable


If enabled, disables quad reverb in surround.

0: Disable, 1: Enable


If enabled, disables the reverb submix.

0: Disable, 1: Enable


if enabled, disables source effect use.

0: Disable, 1: Enable


If enabled, ignores the 3D Stereo Spread property in attenuation settings and insteads renders audio from a singular point.

0: Disable, 1: Enable


If enabled, disables the Stopping Voices feature.

0: Disable, 1: Enable


If enabled, disables the EQ submix.

0: Disable, 1: Enable (Default)


If enabled, disables the submix mutation lock.

0: Disable (Default), 1: Enable


Sets the fourier transform method.

0: Iterative Fast Fourier Transform, 1: Discrete Fourier Transform


Outputs data about all currently active sounds to the log.



Outputs the baked Sound Wave analysis data to a .csv file.



Sets the maximum latency (in seconds between caching intervals) between a cook override change in the project settings and its application to new audio sources.

<Value>: Maximum Latency


If enabled, forces audio to play non-streaming. This may cause a DDC miss.

0: Disable, 1: Enable


If enabled, binaurally renders all spatial sounds (if binaural rendering is available).

0: Disable, 1: Enable


If enabled, logs Windows device details.

0: Disable, 1: Enable


If enabled, scales occlusion by 0.25f to compensate for change in filter cutoff frequencies in audio mixers.

0: Disable, 1: Enable


If enabled, flips the stereo for quad reverb when in surround.

0: Disable, 1: Enable


If enabled, logs audio mixer devices every 500 callbacks.

0: Disable, 1: Enable


If enabled, logs extra information about the Resonance HRTF processing state.

0: Disable, 1: Enable


Sets the wait time (in milliseconds) for the FadeOut Event to fire.

<Value>: Wait Time


If enabled, uses ISPC optimizations in audio float array math operations.

0: Disable, 1: Enable


If enabled, ensures that all pending commands to the audio thread and audio render thread are pumped through on app suspension.

0: Disable, 1: Enable


If enabled, flushes all pending audio render thread commands every time the garbage collector runs.

0: Disable, 1: Enable


If enabled, flushes the audio render thread synchronously when the fence has timed out.

0: Disable, 1: Enable


If enabled, initializes focus factor on the first update to the proper value, instead of interpolating from 0 to the proper value.

0: Disable, 1: Enable


If enabled, deliberately ensures that all audio assets are decompressed when played, rather than decompressed fully on load.

0: Disable, 1: Enable


If enabled, disables asynchronous task use for processing sources.

0: Disable, 1: Enable


If enabled, forces all audio tasks created in one audio render frame to be queued until they can all be kicked simultaneously at the end of the frame.

0: Disable, 1: Enable


If enabled, bypasses the Resonance Submix Effects project setting.

0: Disable, 1: Enable


If enabled, allows gathering of interior data from Audio Volumes (legacy).

0: Disable, 1: Enable


If enabled, allows gathering of interior data from subsystems that implement the IActiveSoundUpdate interface.

0: Disable, 1: Enable (Default)


If enabled, uses the Audio Mixer. This will only take effect if an audio device is currently not in use, unless au.AllowUnsafeAudioMixerToggling is set to 1. Sounds will stop, and looping sounds will not automatically resume.

0: Disable, 1: Enable


Sets the linear gain scalar to apply to the final float buffer to allow for hotfixable mitigation of clipping.

<Value>: Gain Scalar (Default = 1.0)


If enabled, logs audio render times.

0: Disable, 1: Enable


If enabled, logs submix enable and disable states.

0: Disable, 1: Enable


If set, overrides the maximum concurrent streams.

<Value > 0>: Maximum Streams


Sets the maximum number of branches to play from for any random node. The other branches will be released from memory.

<Value>: Maximum Branches


Sets the maximum world distance used in audio-related calculations, such as attenuation.

<Value>: Maximum Distance


If enabled, attempts to auto-update node references to native classes that share a version number if the interface is different. This results in slower graph load times.

0: Disable, 1: Enable (Default)


Sets the block rate (blocks per second) for MetaSounds.

<Value>: Block Rate (Default = 100, Minimum = 1, Maximum = 1000)


If enabled, disables MetaSound Wave Cache Priming.

0: Disable, 1: Enable (Default)


If enabled, registers all MetaSound asset classes asynchronously on Editor load.

0: Disable, 1: Enable (Default)


If enabled, creates nodes for major versions of deprecated MetaSound classes in the Editor.

0: Disable (Default), 1: Enable


If enabled, asynchronously builds FMetaSoundGenerators.

0: Disable, 1: Enable (Default)


If enabled, discards MetaSound registry transactions after streaming.

0: Disable, 1: Enable (Default)


If enabled, logs warnings when parameters sent to a MetaSound are ignored.

0: Disable (Default), 1: Enable


If enabled, simulates seek calls by reading and discarding samples for Sound Waves which are not in a seekable format.

0: Disable, 1: Enable


Sets the minimum time (in milliseconds) between underrun warnings.

<Value>: Minimum Time (Default = 10000)


Sets the maximum pitch modulation range (in semitones).

<Value>: Range (Default = 96)


Sets the number of push calls (usually corresponding to audio block updates) before checking if an output is ready to be destroyed.

<Value>: Number of Push Calls (Default = 256)


If enabled, non-realtime audio devices will be exempt from normal audio device muting, such as when a window loses focus.

0: Disable, 1: Enable


If set, overrides the default value of precache frames for audio buffers.

0: Default, <Value > 0>: Frames to Precache


Sets the wait time (in milliseconds) for the render thread to time out before swapping to the null device.

<Value>: Wait Time


If enabled, takes voice slots immediately without trying to cache the request on the component.

0: Disable, 1: Enable


Sets the sample rate for Quartz clocks when no mixer device is present.

<Value>: Sample Rate


Sets a number of Quartz subscribers to update per tick.

0: No Limit,<Value > 0>: Limit


If enabled, QuartzSubsystem assumes no audio devices and runs new clocks in headless mode.

0: Disable, 1: Enable


If enabled, realtime decompresses sounds with a duration of 0.

0: Disable, 1: Enable


If enabled, attempts to record to a .wav file if the game is shut down while a recording is in flight.

0: Disable, 1: Enable


If enabled, reuses threads instead of recreating them.

0: Disable, 1: Enable


If enabled, overrides audio render thread affinity.

0: Disable, <Value > 0>: Thread Affinity


Sets the audio render thread priority.

0: Normal, 1: Above Normal, 2: Below Normal, 3: Highest (Default), 4: Lowest, 5: Slightly Below Normal, 6: Time Critical


Outputs any active audio devices (instances of the audio engine) currently alive.



If set, overrides the quality of Resonance sound sources. This will not increase quality levels. The quality used will be the minimum between the Resonance Source Settings and this override.

0: No Quality Override, 1: Stereo Panning, 2: Low, 3: Medium, 4: High


If enabled, allows Resonance to query Audio Volumes for reverb effects.

0: Disable, 1: Enable (Default)


Sets the audio channel count. Maximum value is clamped to the MaxChannelCount.

<Value>: Channel Count


Sets the audio channel scale count (percentage). Maximum produced value is clamped to the MaxChannelCount.

<Value>: Channel Scale Count


Sets the maximum sound duration (in seconds) in order to be a candidate to be culled due to one-shot distance optimization.

<Value>: Maximum Duration (Default = 1.0)


Sets the minimum fade length (in samples) to use when a sound source is stopped. The value must be divisible by 4. This is ignored for some procedural source types.

<Value>: Fade Length (Default = 512, Minimum = 4)


Outputs the list of available spatialization plugins.



Sets the current spatialization plugin.

<Value>: Spatialization Plugin


If enabled, treats incoming streaming chunks as if they had failed to load.

0: Disable, 1: Enable


If enabled, attempts to synchronously load chunks after a Sound Wave request has finished.

0: Disable, 1: Enable


If enabled, disables retaining chunks of Sound Waves own audio.

0: Disable, 1: Enable


If enabled, dispatches a callback to the game thread whenever a Sound Wave request has finished, instead of capturing the audio chunk once it is loaded. This may cause audio chunks to be evicted before they are needed.

0: Disable, 1: Enable


If enabled, ignores loading behavior of Sound Classes set on Sound Cues directly.

0: Disable, 1: Enable


If enabled, loads sounds into cache when a delay node is hit.

0: Disable, 1: Enable


If enabled, loads sounds into cache when a random node is hit.

0: Disable, 1: Enable


Sets the default Sound Wave loading behavior.

0: Load on Demand (Default), 1: Retain Audio on Load, 2: Prime Audio on Load


If enabled, all cache misses will be added to the au.Debug.AudioMemReport. If disabled, cache misses will not be logged until au.streamcaching.StartProfiling is called.

0: Disable, 1: Enable


Sets the default request priority for audio chunks that are about to play but aren't in the cache on cache overflow.

0: Clear Sound Wave Retainers, 1: Cancel In-Flight Loads


Sets the number (scalar) of chunk slots to pre-allocate.

<Value>: Chunk Slot Scalar (Minimum = 1.0)


If enabled, compares FObjectKeys when comparing Stream Cache Chunk Keys. This avoids FName collisions if Sound Waves have the same name.

0: Disable (Legacy), 1: Enable (Default), 2: Averaged View, 3: Detailed View


If enabled, linearly searches cache in FindElementForKey. If disabled, relies on chunk offset.

0: Disable, 1: Enable


If enabled, trims retained audio when the stream cache goes over the memory limit.

0: Disable, 1: Enable


If enabled, flushes any non-retained audio from the cache.

0: Disable, 1: Enable


If enabled, blocks getting loaded chunks until the disk read is complete.

0: Disable, 1: Enable


If enabled, maintains a buffer of recorded cache misses after calling au.Debug.AudioMemReport.

0: Disable, 1: Enable


Sets the maximum amount of stream chunks to display on screen.

<Value>: Number of Stream Chunks


Sets the memory cache trim percentage of each trim call when the stream cache goes over the memory limit.

<Value>: Trim Percentage


Sets the minimum cache usage percentage to limit chunk eviction. This is helpful to avoid disk I/O when playing lots of small sounds.

0: Limit Chunk Number to Cache Size / Maximum Chunk Size, 0.01 - 0.99: Usage Percentage


Sets the number of Sound Waves to release on cache overflow.

0: Retain Sounds on Cache Overflow, <Value > 0>: Number of Sounds to Release


Sets the default request priority for audio chunks that are about to play but are not in the cache.

0: High, 1: Normal, 2: Below Normal, 3: Low, 4: Minimum


If enabled, automatically primes a Sound Base when an Audio Component is spawned with that sound, or when an Audio Component's sound is set.

0: Disable, 1: Enable


Sets the default read request priority for audio chunks.

0: High, 1: Normal, 2: Below Normal, 3: Low, 4: Minimum


Sets the audio stream cache size (in megabytes). Audio chunks will be culled if necessary to shrink to or maintain the new size.

<Value>: Cache Size


If enabled, an audio memory report prints if the cache overflows.

0: Disable, 1: Enable


If enabled, uses Chunk Pool (TArray) for exhaustive cache searches instead of LRU (Linked List).

0: Disable, 1: Enable


Starts a performance-intensive profiling mode for this streaming manager. Output profile stats with au.Debug.AudioMemReport.



Stops the au.streamcaching.StartProfiling command.



Sets a cache size override (in megabytes) instead of using the project settings.

<Value>: Cache Size


If set, calls TrimMemory to stay in budget.

0: Disable, 1: Enable


If set, verifies submix children are still children and clears previous parent listings from former children.

0: Disable, 1: Enable


If enabled, bypasses all active submix dynamics processors.

0: Disable, 1: Enable


If enabled, simulates a slow device swap by adding additional time to the swap task.

0: Disable, 1: Enable


Sets the render thread wait time to generate the next buffer before submitting an underrun buffer.

<Value>: Wait Time (ms)


If enabled, uses the DeviceCache instead of the OS cache.

0: Disable, 1: Enable


If enabled, zero overrides attenuation distance for stereo panning instead of using actual distance.

0: Disable, 1: Enable


If enabled, supports virtualization for audio loops.

0: Disable, 1: Enable


Sets the distance threshold required to force an update on virtualized sounds to check for listener movement in a single frame over the given distance, measured in Unreal Units (UU).

<Value>: Distance (Default = 2500)


Sets the virtual loop distance to scale update rate between minimum and beyond maximum audible distance of sound.

<Value>: Distance (Default = 15000.0)


Sets the maximum rate to check if sound becomes audible again (at beyond sound's maximum audible distance + performance scaling distance).

<Value>: Rate (Default = 3.0)


Sets the minimum rate to check if sound becomes audible again (at sound's maximum audible distance).

<Value>: Rate (Default = 0.1)


If enabled, guarantees VOIP components won't get deprioritized and killed by setting their priority higher than all other audio sources.

0: Disable, 1: Enable


If enabled, bails on decoding Ogg Vorbis audio after several unsuccessful decoding attempts.

0: Disable, 1: Enable


If enabled, refuses to play any sound unless the Sound Wave has been loaded.

0: Disable, 1: Enable


Sets the return value of GetAudioTime when an audio component doesn't belong to a World.

0: 0.0 (Default), 1: Application's Current Time