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

Command

Description

Arguments

au.3dVisualize.ActiveSounds

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

au.3dVisualize.ActiveSounds.Type

Sets the type of sound to visualize.

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

au.3dVisualize.Attenuation

If enabled, visualizes attenuation spheres.

0: Disable, 1: Enable

au.3dVisualize.Enabled

If enabled, activates audio visualization.

0: Disable, 1: Enable

au.3dVisualize.Listeners

If enabled, visualizes listeners.

0: Disable, 1: Enable

au.3dVisualize.SpatialSources

If enabled, visualizes spatialized audio sources.

0: Disable, 1: Enable

au.3dVisualize.VirtualLoops

If enabled, visualizes virtualized loops.

0: Disable, 1: Enable

au.adpcm.ADPCMReadFailureTimeout

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

<Value>: Number of Attempts

au.adpcm.ChanceForIntentionalChunkMiss

If enabled, intentionally drops chunks.

0: Disable, 1: Enable

au.adpcm.DisableSeekForwardOnReadMisses

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

0: Disable, 1: Enable

au.adpcm.DisableSeeking

If enabled, disables ADPCM seeking.

0: Disable, 1: Enable

au.adpcm.OnlySeekForwardOneChunk

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

0: Disable, 1: Enable

au.AllowAudioSpatialization

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

0: Disable, 1: Enable (Default)

au.AllowReverbForMultichannelSources

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

0: Disable, 1: Enable

au.AllowUnsafeAudioMixerToggling

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

0: Disable, 1: Enable

au.Ambisonics.VirtualIntermediateChannels

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

au.AnalysisTimeShift

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

<Value>: Timeline Shift

au.AudioThreadCommand.ExecutionTimeWarningThresholdInMs

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

<Value>: Threshold

au.AudioThreadCommand.LogEveryExecution

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

0: Disable, 1: Enable

au.BakedAnalysisEnabled

If enabled, queries baked analysis from audio components.

0: Disable, 1: Enable

au.BypassAllSubmixEffects

If enabled, bypasses all submix effects.

0: Disable, 1: Enable

au.BypassAudioPlugins

If enabled, bypasses audio plugin processing.

0: Disable, 1: Enable

au.BypassPlayWhenSilent

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

0: Disable, 1: Enable

au.ClearMutesAndSolos

Clears any soloed or muted sounds.

N/A

au.CommandBufferFlushWaitTimeMs

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

<Value>: Wait Time

au.CommandBufferMaxSizeInMb

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

<Value>: Buffer Size

au.compression.AsyncCompression

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

0: Disable, 1: Enable

au.Concurrency.MinVolumeScale

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

<Value>: Volume Threshold

au.Debug.Display.X

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

<Value>: X (Default = 100)

au.Debug.Display.Y

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

<Value>: Y (Default = -1)

au.Debug.Generator

If enabled, activates debug sound generation.

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

au.Debug.Generator.Channel

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)

au.Debug.Generator.Freq

Sets the debug sound generation frequency.

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

au.Debug.PlaySoundCue

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.

au.Debug.PlaySoundWave

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.

au.Debug.SoundCues

If enabled, displays Sound Cue information on viewports.

  • 0: Disable

  • 1: Enable

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

au.Debug.SoundCues.Minimal

If enabled, uses the Sound Cue debug compact view.

0: Disable, 1: Enable

au.Debug.Soundcues.ShowDistance

If enabled, displays Sound Cue distances.

0: Disable, 1: Enable

au.Debug.Soundcues.ShowPath

If enabled, displays full Sound Cue paths.

0: Disable, 1: Enable

au.Debug.SoundCues.Spacing.Char

Sets the compact view character size (in pixels).

<Value>: Character Size (Default = 7)

au.Debug.SoundCues.Spacing.Tab

Sets the compact view tab size (in characters).

<Value>: Tab Size (Default = 5)

au.Debug.SoundMixes

If enabled, displays sound mix information on viewports.

  • 0: Disable

  • 1: Enable

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

au.Debug.SoundModulators

If enabled, displays modulation information on viewports.

  • 0: Disable

  • 1: Enable

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

au.Debug.SoundReverb

If enabled, displays reverb information on viewports.

  • 0: Disable

  • 1: Enable

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

au.Debug.Sounds

If enabled, displays sound information on viewports.

  • 0: Disable

  • 1: Enable

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

au.Debug.Sounds.Max

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

<Value>: Maximum Number (Default = 32)

au.Debug.Sounds.ShowPath

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

0: Disable, 1: Enable

au.Debug.Sounds.Sort

Sets the sound stat sorting attribute.

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

au.Debug.Sounds.TextColor

Sets the body text color in audio debug views.

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

au.Debug.SoundWaves

If enabled, displays Sound Wave information on viewports.

  • 0: Disable

  • 1: Enable

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

au.Debug.StopSound

Stops debug sound.

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

au.Debug.Streaming

If enabled, displays stream caching information on viewports.

  • 0: Disable

  • 1: Enable

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

au.DecompressionThreshold

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

<Value>: Maximum Duration

au.DefaultModulationPlugin

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

<Value>: Plugin Name

au.DisableAppVolume

If enabled, disables external volume changes.

0: Disable, 1: Enable

au.DisableAutomaticPrecache

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

0: Disable (Default), 1: Enable

au.DisableBinauralSpatialization

If enabled, disables binaural spatialization.

0: Disable, 1: Enable

au.DisableDeviceSwap

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

0: Disable, 1: Enable

au.DisableDistanceAttenuation

If enabled, disables distance attenuation.

0: Disable, 1: Enable

au.DisableEnvelopeFollowing

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

0: Disable, 1: Enable

au.DisableFiltering

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

0: Disable, 1: Enable

au.DisableHPFiltering

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

0: Disable, 1: Enable

au.DisableLegacyReverb

If enabled, disables reverb on legacy audio backends.

0: Disable, 1: Enable

au.DisableOcclusion

If enabled, disables audio occlusion.

0: Disable, 1: Enable

au.DisableParallelSourceProcessing

If enabled, disables async task use for processing sources.

0: Disable, 1: Enable

au.DisableQuadReverb

If enabled, disables quad reverb in surround.

0: Disable, 1: Enable

au.DisableReverbSubmix

If enabled, disables the reverb submix.

0: Disable, 1: Enable

au.DisableSourceEffects

if enabled, disables source effect use.

0: Disable, 1: Enable

au.DisableStereoSpread

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

0: Disable, 1: Enable

au.DisableStoppingVoices

If enabled, disables the Stopping Voices feature.

0: Disable, 1: Enable

au.DisableSubmixEffectEQ

If enabled, disables the EQ submix.

0: Disable, 1: Enable (Default)

au.DisableSubmixMutationLock

If enabled, disables the submix mutation lock.

0: Disable (Default), 1: Enable

au.dsp.FFTMethod

Sets the fourier transform method.

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

au.DumpActiveSounds

Outputs data about all currently active sounds to the log.

N/A

au.DumpBakedAnalysisData

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

N/A

au.editor.CookOverrideCachingInterval

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

au.editor.ForceAudioNonStreaming

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

0: Disable, 1: Enable

au.EnableBinauralAudioForAllSpatialSounds

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

0: Disable, 1: Enable

au.EnableDetailedWindowsDeviceLogging

If enabled, logs Windows device details.

0: Disable, 1: Enable

au.EnableOcclusionFilterScale

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

0: Disable, 1: Enable

au.EnableReverbStereoFlipForQuad

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

0: Disable, 1: Enable

au.ExtraAudioMixerDeviceLogging

If enabled, logs audio mixer devices every 500 callbacks.

0: Disable, 1: Enable

au.ExtraResonanceLogging

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

0: Disable, 1: Enable

au.FadeOutTimeoutMSec

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

<Value>: Wait Time

au.FloatArrayMath.ISPC

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

0: Disable, 1: Enable

au.FlushAudioRenderCommandsOnSuspend

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

au.FlushAudioRenderThreadOnGC

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

0: Disable, 1: Enable

au.FlushCommandBufferOnTimeout

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

0: Disable, 1: Enable

au.FocusData.InitializeFocusFactorOnFirstUpdate

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

au.ForceRealtimeDecompression

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

0: Disable, 1: Enable

au.ForceSyncAudioDecodes

If enabled, disables asynchronous task use for processing sources.

0: Disable, 1: Enable

au.ForceSynchronizedAudioTaskKick

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

au.IgnoreUserResonanceSubmix

If enabled, bypasses the Resonance Submix Effects project setting.

0: Disable, 1: Enable

au.InteriorData.UseAudioVolumes

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

0: Disable, 1: Enable

au.InteriorData.UseIActiveSoundUpdate

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

0: Disable, 1: Enable (Default)

au.IsUsingAudioMixer

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

au.LinearGainScalarForFinalOutut

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)

au.LogRenderTimes

If enabled, logs audio render times.

0: Disable, 1: Enable

au.LogSubmixAutoDisable

If enabled, logs submix enable and disable states.

0: Disable, 1: Enable

au.MaxConcurrentStreams

If set, overrides the maximum concurrent streams.

<Value > 0>: Maximum Streams

au.MaxRandomBranches

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

<Value>: Maximum Branches

au.MaxWorldDistance

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

<Value>: Maximum Distance

au.MetaSound.AutoUpdate.NativeClassesOfEqualVersion

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)

au.MetaSound.BlockRate

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

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

au.MetaSound.DisableWaveCachePriming

If enabled, disables MetaSound Wave Cache Priming.

0: Disable, 1: Enable (Default)

au.MetaSound.Editor.AsyncRegistrationEnabled

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

0: Disable, 1: Enable (Default)

au.MetaSound.EnableAllVersionsNodeClassCreation

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

0: Disable (Default), 1: Enable

au.MetaSound.EnableAsyncGeneratorBuilder

If enabled, asynchronously builds FMetaSoundGenerators.

0: Disable, 1: Enable (Default)

au.MetaSound.Frontend.DiscardStreamedRegistryTransactions

If enabled, discards MetaSound registry transactions after streaming.

0: Disable, 1: Enable (Default)

au.MetaSound.Parameter.EnableWarningOnIgnoredParameter

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

0: Disable (Default), 1: Enable

au.MetaSound.WavePlayer.SimulateSeek

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

0: Disable, 1: Enable

au.MinLogTimeBetweenUnderrunWarnings

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

<Value>: Minimum Time (Default = 10000)

au.Modulation.SetPitchRange

Sets the maximum pitch modulation range (in semitones).

<Value>: Range (Default = 96)

au.MultithreadedPatching.PushCallsPerOutputCleanupCheck

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)

au.NeverMuteNonRealtimeAudioDevices

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

au.NumPrecacheFrames

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

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

au.OverrunTimeoutMSec

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

<Value>: Wait Time

au.Quartz.bAlwaysTakeVoiceSlot

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

0: Disable, 1: Enable

au.Quartz.HeadlessClockSampleRate

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

<Value>: Sample Rate

au.Quartz.MaxSubscribersToUpdatePerTick

Sets a number of Quartz subscribers to update per tick.

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

au.Quartz.SimulateNoAudioDevice

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

0: Disable, 1: Enable

au.RealtimeDecompressZeroDurationSounds

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

0: Disable, 1: Enable

au.RecoverRecordingOnShutdown

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

au.RecycleThreads

If enabled, reuses threads instead of recreating them.

0: Disable, 1: Enable

au.RenderThreadAffinity

If enabled, overrides audio render thread affinity.

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

au.RenderThreadPriority

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

au.ReportAudioDevices

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

N/A

au.resonance.quality

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

au.Resonance.UsingReverb

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

0: Disable, 1: Enable (Default)

au.SetAudioChannelCount

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

<Value>: Channel Count

au.SetAudioChannelScaleCount

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

<Value>: Channel Scale Count

au.SoundDistanceOptimizationLength

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)

au.SourceFadeMin

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)

au.spatialization.ListAvailableSpatialPlugins

Outputs the list of available spatialization plugins.

N/A

au.spatialization.SetCurrentSpatialPlugin

Sets the current spatialization plugin.

<Value>: Spatialization Plugin

au.SpoofFailedStreamChunkLoad

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

0: Disable, 1: Enable

au.streamcache.BlockOnChunkLoadCompletion

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

0: Disable, 1: Enable

au.streamcache.DisableRetaining

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

0: Disable, 1: Enable

au.streamcache.DispatchToGameThreadOnChunkRequest

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

au.streamcache.priming.BypassRetainFromSoundCues

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

0: Disable, 1: Enable

au.streamcache.priming.PrimeDelayNodes

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

0: Disable, 1: Enable

au.streamcache.priming.PrimeRandomNodes

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

0: Disable, 1: Enable

au.streamcache.SoundWaveDefaultLoadingBehavior

Sets the default Sound Wave loading behavior.

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

au.streamcaching.AlwaysLogCacheMisses

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

au.streamcaching.BlockForPendingLoadOnCacheOverflow

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

au.streamcaching.ChunkSlotNumScalar

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

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

au.streamcaching.DebugView

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

au.streamcaching.EnableExhaustiveCacheSearches

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

0: Disable, 1: Enable

au.streamcaching.EnableTrimmingRetainedAudio

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

0: Disable, 1: Enable

au.streamcaching.FlushAudioCache

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

0: Disable, 1: Enable

au.streamcaching.ForceBlockForLoad

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

0: Disable, 1: Enable

au.streamcaching.KeepCacheMissBufferOnFlush

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

0: Disable, 1: Enable

au.streamcaching.MaxCachesToDisplay

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

<Value>: Number of Stream Chunks

au.streamcaching.MemoryLimitTrimPercentage

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

<Value>: Trim Percentage

au.streamcaching.MinimumCacheUsage

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

au.streamcaching.NumSoundWavesToClearOnCacheOverflow

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

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

au.streamcaching.PlaybackRequestPriority

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

au.streamcaching.PrimeSoundOnAudioComponents

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

au.streamcaching.ReadRequestPriority

Sets the default read request priority for audio chunks.

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

au.streamcaching.ResizeAudioCacheTo

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

au.streamcaching.SaveAudiomemReportOnCacheOverflow

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

0: Disable, 1: Enable

au.streamcaching.SearchUsingChunkArray

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

0: Disable, 1: Enable

au.streamcaching.StartProfiling

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

N/A

au.streamcaching.StopProfiling

Stops the au.streamcaching.StartProfiling command.

N/A

au.streamcaching.StreamCacheSizeOverrideMB

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

<Value>: Cache Size

au.streamcaching.TrimCacheWhenOverBudget

If set, calls TrimMemory to stay in budget.

0: Disable, 1: Enable

au.submix.clearbrokensubmixassets

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

0: Disable, 1: Enable

au.Submix.Effects.DynamicsProcessor.Bypass

If enabled, bypasses all active submix dynamics processors.

0: Disable, 1: Enable

au.ThreadedSwapDebugExtraTime

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

0: Disable, 1: Enable

au.UnderrunTimeoutMSec

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

<Value>: Wait Time (ms)

au.UseCachedDeviceInfoCache

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

0: Disable, 1: Enable

au.UseListenerOverrideForSpread

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

0: Disable, 1: Enable

au.VirtualLoops.Enabled

If enabled, supports virtualization for audio loops.

0: Disable, 1: Enable

au.VirtualLoops.ForceUpdateListenerMoveDistance

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)

au.VirtualLoops.PerfDistance

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

<Value>: Distance (Default = 15000.0)

au.VirtualLoops.UpdateRate.Max

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)

au.VirtualLoops.UpdateRate.Min

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

<Value>: Rate (Default = 0.1)

au.voip.AlwaysPlayVoiceComponent

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

au.vorbis.ReadFailiureTimeout

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

0: Disable, 1: Enable

au.WaitForSoundWaveToLoad

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

0: Disable, 1: Enable

au.WorldlessGetAudioTimeBehavior

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