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Audio Console Commands

Mar 31, 2021.Knowledge

Debugging Audio Through Console Commands in Unreal Engine

When debugging games, sometimes it’s helpful to be able to directly send your game or the editor commands while it’s still 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 allow you to do this, often by either enabling or disabling specific functionality, or altering a significant parameter in real time.

How to Use the Console

The first thing to do is open the Command Console for Unreal Engine. The command console is tied to the ‘~’ key shortcut on most devices. In the case that pressing the tilde key does not open the command console, or you do not want to use the tilde key to open the console, its keyboard bindings can be changed within Project Settings->Engine->Input->Console Keys. It also frequently helps to have the Output Log visible on screen, which can be found in-engine at Window->Developer Tools->Output Log.

Once here, you can type commands into the console to have them affect your editor in real time. Most useful audio console commands involve setting a given console variable (often referred to as a CVar) to a desired value, through the syntax “ ”. For example, to debug sound mixes, one would set the CVar au.Debug.SoundMixes to true through entering the command “au.Debug.SoundMixes 1” into the console. You can also find more information about the usage of a given CVar through entering the command “ ?”.

Console commands and CVars that are audio specific begin with “au.”, with the exception of a handful of older functions. Because Unreal’s console supports auto-completion, you can quickly get a list of available commands by typing in “au.” to the console and searching through the suggestions.

Common Audio CVars and Use Cases

Log LogAudio Verbose and Log LogAudioMixer Verbose - These commands, when put into the console, allow you to set the verbosity of audio logs. This can be useful when a bug is present, and you are looking for clues as to what might be going wrong. Verbose can also be replaced with VeryVerbose, for even more audio logging. Some additional useful log categories to check might include LogAudioEditor and LogAudioDebug.

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’s easy to tell if there are any unexpected sound mixes getting triggered, a sound mix 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 situations such as a single class of sounds suddenly becoming inaudible.

au.DumpActiveSounds - This variable, when set to ‘1’, provides a list of all sounds currently playing. This can be useful for narrowing 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 its 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 many of the same sound playing together simultaneously, causing an equivalent perception of one very loud sound.

AudioMemReport - This function only requires the user to type in “AudioMemReport” (as opposed to requiring an additional ‘1’ to be typed), and will create a detailed document on the memory usage of active sound objects. This can be useful if tracking down unexpectedly large amounts of memory usage in the audio system, as well as being a useful tool for optimization in general.

Console Command List (as of 4.25):

Command Name Source File Description
au.3dVisualize.ActiveSounds AudioDebug.cpp Visualization mode for active sounds.

0: Not Enabled, 1: Volume (Lin), 2: Volume (dB), 3: Distance, 4: Random color|
|au.3dVisualize.ActiveSounds.Type|AudioDebug.cpp|Whether to show all sounds, on AudioComponents (Components Only), or off of AudioComponents (Non-Component Only).

0: All, 1: Components Only, 2: Non-Component Only|
|au.3dVisualize.Enabled|AudioDebug.cpp|Whether or not audio visualization is enabled.

0: Not Enabled, 1: Enabled|
|au.3dVisualize.Listeners|AudioDebug.cpp|Whether or not listeners are visible when 3d visualization is enabled.

0: Not Enabled, 1: Enabled|
|au.3dVisualize.SpatialSources|AudioDebug.cpp|Whether or not audio spatialized sources are visible when 3d visualization is enabled.

0: Not Enabled, 1: Enabled|
|au.3dVisualize.VirtualLoops|AudioDebug.cpp|Whether or not virtualized loops are visible when 3d visualization is enabled.

0: Not Enabled, 1: Enabled|
|au.adpcm.ADPCMReadFailiureTimeout|ADPCMAudioInfo.cpp|Sets the number of ADPCM decode attempts we’ll try before stopping the sound wave altogether.|
|au.adpcm.DisableSeeking|ADPCMAudioInfo.cpp|Disables seeking with ADPCM.|
|au.AllowAudioSpatialization|Audio.cpp|Controls if we allow spatialization of audio, normally this is enabled. If disabled all audio won’t be spatialized, but will have attenuation.

0: Disable, >0: Enable|
|au.AllowInitOnAudioRenderThread|AudioMixerSubmix.cpp|When set to 1, we will initialize the submix on the audio render thread.

0: Disabled, 1: Enabled|
|au.AllowReverbForMultichannelSources|Audio.cpp|Controls if we allow Reverb processing for sources with channel counts > 2.

0: Disable, >0: Enable|
|au.AnalysisTimeShift|AudioComponent.cpp|Shifts the timeline for baked analysis playback.

Value: The time in seconds to shift the timeline.|
|au.BakedAnalysisEnabled|AudioDevice.cpp|Enables or disables queries to baked analysis from audio components.|
|au.BypassAudioPlugins|AudioMixerSourceManager.cpp|Bypasses any audio plugin processing.

0: Not Disabled, 1: Disabled|
|au.BypassPlayWhenSilent|Audio.cpp|When set to 1, ignores the Play When Silent flag for non-procedural sources.

0: Honor the Play When Silent flag, 1: stop all silent non-procedural sources.|
|au.ClearMutesAndSolos|AudioDebug.cpp|Clears any solo-ing/mute-ing sounds|
|au.CommandBufferFlushWaitTimeMs|AudioMixerSourceManager.cpp|How long to wait for the command buffer flush to complete.|
|au.Debug.Display.X|AudioDebug.cpp|X position on screen of debug statistics.

Default: 100|
|au.Debug.Display.Y|AudioDebug.cpp|Y position on screen of debug statistics.

Default: -1 (Disabled, uses default debug position)|
|au.Debug.SoundCues|AudioDebug.cpp|Post SoundCue information to viewport(s).

0: Disable, 1: Enable

(Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world|
|au.Debug.SoundCues.Minimal|AudioDebug.cpp|Use the compact view of sound cue debug when enabled.

0: Not Enabled, 1: Enabled|
|au.Debug.Soundcues.ShowPath|AudioDebug.cpp|Display full path of sound cue when enabled.

0: Not Enabled, 1: Enabled|
|au.Debug.SoundCues.Spacing.Char|AudioDebug.cpp|Size of character (in pixels) with compact view.

Default: 7|
|au.Debug.SoundCues.Spacing.Tab|AudioDebug.cpp|Size of tab (in characters) with compact view.

Default: 5|
|au.Debug.SoundMixes|AudioDebug.cpp|Post SoundMix information to viewport(s).

0: Disable, 1: Enable

(Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world|
|au.Debug.SoundModulators|AudioDebug.cpp|Post SoundModulation information to viewport(s).

0: Disable, 1: Enable

(Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world|
|au.Debug.SoundModulators.UpdateRate|AudioDebug.cpp||
|au.Debug.SoundReverb|AudioDebug.cpp|Post SoundReverb information to viewport(s).

0: Disable, 1: Enable

(Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world|
|au.Debug.Sounds|AudioDebug.cpp|Post Sound information to viewport(s).

0: Disable, 1: Enable

(Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world|
|au.Debug.Sounds.Max|AudioDebug.cpp|Max number of sounds to display in full sound debugger view.

Default: 32|
|au.Debug.Sounds.ShowPath|AudioDebug.cpp|Display full path of sound when enabled.

0: Not Enabled, 1: Enabled|
|au.Debug.Sounds.Sort|AudioDebug.cpp|Value to sort by and display when sound stats are active.

Class, Distance, Name (Default), Priority (Highest of wave instances per sound), Time, Waves, Volume|
|au.Debug.Sounds.TextColor|AudioDebug.cpp|Color of body text in audio debug views.

White, Red, Orange, Yellow, Blue, Magenta, Purple, Black|
|au.Debug.SoundWaves|AudioDebug.cpp|Post SoundWave information to viewport(s).

0: Disable, 1: Enable

(Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world|
|au.DecompressionThreshold|AudioDevice.cpp|If non-zero, overrides the decompression threshold set in either the sound group or the platform’s runtime settings.

Value: Maximum duration we should fully decompress, in seconds.|
|au.DefaultModulationPlugin|AudioPluginUtilities.cpp|Name of default modulation plugin to load and use (overridden by platform-specific implementation name in config.|
|au.DisableAppVolume|AudioDevice.cpp|Disables application volume when set to 1.

0: App volume enabled, 1: App volume disabled|
|au.DisableAutomaticPrecache|AudioDevice.cpp|When set to 1, this disables precaching on load or startup, it will only precache synchronously when playing.

0: Use normal precaching logic, 1: disables all precaching except for synchronous calls.|
|au.DisableBinauralSpatialization|AudioDevice.cpp|Disables binaural spatialization.|
|au.DisableDeviceSwap|AudioMixer.cpp|Disable device swap handling code for Audio Mixer on Windows.

0: Not Enabled, 1: Enabled|
|au.DisableDistanceAttenuation|AudioMixerSourceManager.cpp|Disables using any Distance Attenuation.

0: Not Disabled, 1: Disabled|
|au.DisableEnvelopeFollowing|AudioMixerSourceManager.cpp|Disables using the envelope follower for source envelope tracking.

0: Not Disabled, 1: Disabled|
|au.DisableFiltering|AudioMixerSourceManager.cpp|Disables using the per-source lowpass and highpass filter.

0: Not Disabled, 1: Disabled|
|au.DisableHPFiltering|AudioMixerSourceManager.cpp|Disables using the per-source high pass filter.

0: Not Disabled, 1: Disabled|
|au.DisableLegacyReverb|AudioDevice.cpp|Disables reverb on legacy audio backends.

0: Enabled, 1: Disabled|
|au.DisableParallelSourceProcessing|AudioMixerSourceManager.cpp|Disables using async tasks for processing sources.

0: Not Disabled, 1: Disabled|
|au.DisableQuadReverb|AudioMixerSubmixEffectReverbFast.cpp|Disables quad reverb in surround.

0: Not Disabled, 1: Disabled|
|au.DisableQuadReverbLegacy|AudioMixerSubmixEffectReverb.cpp|Disables quad reverb in surround.

0: Not Disabled, 1: Disabled|
|au.DisableReverbSubmix|AudioMixerSubmixEffectReverbFast.cpp|Disables the reverb submix.

0: Not Disabled, 1: Disabled|
|au.DisableReverbSubmixLegacy|AudioMixerSubmixEffectReverb.cpp|Disables the reverb submix.

0: Not Disabled, 1: Disabled|
|au.DisableSourceEffects|AudioMixerSourceManager.cpp|Disables using any source effects.

0: Not Disabled, 1: Disabled|
|au.DisableStereoSpread|Audio.cpp|When set to 1, ignores the 3D Stereo Spread property in attenuation settings and instead renders audio from a singular point.

0: Not Disabled, 1: Disabled|
|au.DisableStoppingVoices|AudioDevice.cpp|Disables stopping voices feature.

0: Not Disabled, 1: Disabled|
|au.DisableSubmixEffectEQ|AudioMixerDevice.cpp|Disables the eq submix.

0: Not Disabled, 1: Disabled|
|au.dsp.FFTMethod|AudioFFT.cpp|Determines whether we use an iterative FFT method or the DFT.

0: Use Iterative FFT, 1:: Use DFT|
|au.DumpActiveSounds|AudioDebug.cpp|Outputs data about all the currently active sounds.|
|au.editor.CookOverrideCachingInterval|AudioCompressionSettingsUtils.cpp|This sets the max latency between when a cook override is changed in the project settings and when it is applied to new audio sources.

n: Time between caching intervals, in seconds.|
|au.EnableBinauralAudioForAllSpatialSounds|AudioDevice.cpp|Toggles binaural audio rendering for all spatial sounds if binaural rendering is available.|
|au.EnableDetailedWindowsDeviceLogging|AudioMixer.cpp|Enables detailed windows device logging.

0: Not Enabled, 1: Enabled|
|au.EnableOcclusionFilterScale|Audio.cpp|Whether or not we scale occlusion by 0.25f to compensate for change in filter cutoff frequencies in audio mixers.

0: Not Enabled, 1: Enabled|
|au.EnableReverbStereoFlipForQuad|AudioMixerSubmixEffectReverbFast.cpp|Enables doing a stereo flip for quad reverb when in surround.

0: Not Enabled, 1: Enabled|
|au.EnableReverbStereoFlipForQuadLegacy|AudioMixerSubmixEffectReverb.cpp|Enables doing a stereo flip for quad reverb when in surround.

0: Not Enabled, 1: Enabled|
|au.FadeOutTimeoutMSec|AudioMixer.cpp|Amount of time to wait for the FadeOut Event to fire.|
|au.FlushAudioRenderCommandsOnSuspend|AudioDeviceManager.cpp|When set to 1, ensures that we pump through all pending commands to the audio thread and audio render thread on app suspension.

0: Not Disabled, 1: Disabled|
|au.FlushAudioRenderThreadOnGC|AudioDevice.cpp|When set to 1, every time the GC runs, we flush all pending audio render thread commands.|
|au.FlushCommandBufferOnTimeout|AudioMixerSourceManager.cpp|When set to 1, flushes audio render thread synchronously when our fence has timed out.

0: Not Disabled, 1: Disabled|
|au.ForceRealtimeDecompression|AudioDevice.cpp|When set to 1, this deliberately ensures that all audio assets are decompressed as they play, rather than fully on load.

0: Allow full decompression on load, 1: force realtime decompression.|
|au.ForceSyncAudioDecodes|AudioMixerSourceDecode.cpp|Disables using async tasks for processing sources.

0: Not Disabled, 1: Disabled|
|au.IsUsingAudioMixer|AudioDeviceManager.cpp|Whether or not we’re currently using the audio mixer. Change to dynamically toggle on/off. This will only take effect if an audio device is currently not in use, unless au.AllowUnsafeAudioMixerToggling is set to 1. Note: sounds will stop. Looping sounds won’t automatically resume.

0: Not Using Audio Mixer, 1: Using Audio Mixer|
|au.LinearGainScalarForFinalOutut|AudioMixer.cpp|Linear gain scalar applied to the final float buffer to allow for hotfixable mitigation of clipping

Default is 1.0f|
|au.LogRenderTimes|AudioMixer.cpp|Logs Audio Render Times.

0: Not Log, 1: Log|
|au.MaxConcurrentStreams|AudioStreaming.cpp|Overrides the max concurrent streams.

0: Not Overridden, >0 Overridden|
|au.nrt.RenderEveryTick|AudioMixerPlatformNonRealtime.cpp|When set to 1, the engine calls the RenderAudio call every tick.

n: Number of frames to render.|
|au.nrt.RenderFrameSize|AudioMixerPlatformNonRealtime.cpp|Selects the number of frames to render in a single callback .

n: Number of frames to render.|
|au.NumPrecacheFrames|AudioDevice.cpp|When set to > 0, will use that value as the number of frames to precache audio buffers with.

0: Use default value for precache frames, >0: Number of frames to precache.|
|au.OverrunTimeoutMSec|AudioMixer.cpp|Amount of time to wait for the render thread to time out before swapping to the null device.|
|au.RealtimeDecompressZeroDurationSounds|AudioDevice.cpp|When set to 1, we will fallback to realtime decoding any sound waves with an invalid duration…

0: Fully decompress sounds with a duration of 0, 1: realtime decompress sounds with a duration of 0.|
|au.RecoverRecordingOnShutdown|AudioMixerSubmix.cpp|When set to 1, we will attempt to bounce the recording to a wav file if the game is shut down while a recording is in flight.

0: Disabled, 1: Enabled|
|au.RenderThreadPriority|AudioMixer.cpp|Sets audio render thread priority. Defaults to 3.

0: Normal, 1: Above Normal, 2: Below Normal, 3: Highest, 4: Lowest, 5: Slightly Below Normal, 6: Time Critical|
|au.ReportAudioDevices|AudioDeviceManager.cpp|This will log any active audio devices (instances of the audio engine) alive right now.|
|au.SetAudioChannelCount|AudioDevice.cpp|Changes the audio channel count. Max value is clamped to the MaxChannelCount the audio engine was initialized with.

0: Disable, >0: Enable|
|au.SetAudioChannelScaleCount|AudioDevice.cpp|Changes the audio channel count by percentage.|
|au.SoundDistanceOptimizationLength|AudioDevice.cpp|The maximum duration a sound must be in order to be a candidate to be culled due to one-shot distance optimization.|
|au.SpoofFailedStreamChunkLoad|AudioStreaming.cpp|Forces failing to load streamed chunks.

0: Not Enabled, 1: Enabled|
|au.streamcaching.AlwaysLogCacheMisses|AudioStreamingCache.cpp|when set to a nonzero value, all cache misses will be added to the audiomemreport.

0: Don’t log cache misses until au.streamcaching.StartProfiling is called. 1: Always log cache misses.|
|au.streamcaching.FlushAudioCache|AudioStreamingCache.cpp|This will flush any non retained audio from the cache when Stream Caching is enabled.|
|au.streamcaching.ForceBlockForLoad|AudioStreamingCache.cpp|when set to a nonzero value, blocks GetLoadedChunk until the disk read is complete.

n: Number of elements to display on screen.|
|au.streamcaching.KeepCacheMissBufferOnFlush|AudioStreamingCache.cpp|IF set to 1, this will maintain the buffer of recorded cache misses after calling AudioMemReport. Otherwise, calling audiomemreport will flush all previous recorded cache misses.

1: All cache misses from the whole session will show up in audiomemreport. 0: Only cache misses since the previous call to audiomemreport will show up in the current audiomemreport.|
|au.streamcaching.MaxCachesToDisplay|AudioStreamingCache.cpp|Sets the max amount of stream chunks to display on screen.

n: Number of elements to display on screen.|
|au.streamcaching.MinimumCacheUsage|AudioCompressionSettingsUtils.cpp|This value is the minimum potential usage of the stream cache we feasibly want to support. Setting this to 0.25, for example, causes us to potentially be using 25% of our cache size when we start evicting chunks, the worst case scenario.

0.0: limit the number of chunks to our (Cache Size / Max Chunk Size) [0.01-0.99]: Increase our number of chunks to limit disk IO when we have lots of small sounds playing.|
|au.streamcaching.PlaybackRequestPriority|AudioStreamingCache.cpp|This cvar sets the default request priority for audio chunks that are about to play back but aren’t in the cache.

0: High, 1: Normal, 2: Below Normal, 3: Low, 4: Min|
|au.streamcaching.PrimeSoundOnAudioComponents|AudioComponent.cpp|When set to 1, automatically primes a USoundBase when a UAudioComponent is spawned with that sound, or when UAudioComponent::SetSound is called.

Value: The time in seconds to shift the timeline.|
|au.streamcaching.ReadRequestPriority|AudioStreamingCache.cpp|This cvar sets the default request priority for audio chunks when Stream Caching is turned on.

0: High, 1: Normal, 2: Below Normal, 3: Low, 4: Min|
|au.streamcaching.ResizeAudioCacheTo|AudioStreamingCache.cpp|This will try to cull enough audio chunks to shrink the audio stream cache to the new size if necessary, and keep the cache at that size.|
|au.streamcaching.SaveAudiomemReportOnCacheOverflow||When set to one, we print an audiomemreport when the cache has overflown.

0: Disabled, 1: Enabled|
|au.streamcaching.StartProfiling|AudioStreamingCache.cpp|This will start a performance-intensive profiling mode for this streaming manager. Profile stats can be output with audiomemreport.|
|au.streamcaching.StopProfiling|AudioStreamingCache.cpp|This will start a performance-intensive profiling mode for this streaming manager. Profile stats can be output with audiomemreport.|
|au.streamcaching.StreamCacheSizeOverrideMB|AudioStreamingCache.cpp|This cvar can be set to override the size of the cache.

0: use cache size from project settings. n: the new cache size in megabytes.|
|au.streamcaching.TrimCacheWhenOverBudget|AudioStreamingCache.cpp|when set to a nonzero value, TrimMemory will be called in AddOrTouchChunk to ensure we never go over budget.

n: Number of elements to display on screen.|
|au.submix.clearbrokensubmixassets|SoundSubmix.cpp|If fixed, will verify that we don’t have a submix that lists a child submix that is no longer its child, and the former children will not erroneously list their previous parents.

0: Disable, >0: Enable|
|au.UnderrunTimeoutMSec|AudioMixer.cpp|Amount of time to wait for the render thread to generate the next buffer before submitting an underrun buffer.|
|au.UseListenerOverrideForSpread|AudioMixerSource.cpp|Zero attenuation override distance stereo panning

0: Use actual distance, 1: use listener override|
|au.VirtualLoops.Enabled|AudioVirtualLoop.cpp|Enables or disables whether virtualization is supported for audio loops.|
|au.VirtualLoops.ForceUpdateListenerMoveDistance|AudioVirtualLoop.cpp|Sets distance threshold required to force an update to check for virtualized sounds to realize if a listener moves in a single frame over the given distance.|
|au.VirtualLoops.PerfDistance|AudioVirtualLoop.cpp|Sets virtual loop distance to scale update rate between min and max beyond max audible distance of sound.|
|au.VirtualLoops.UpdateRate.Max|AudioVirtualLoop.cpp|Sets maximum rate to check if sound becomes audible again (at beyond sound’s max audible distance + perf scaling distance).|
|au.VirtualLoops.UpdateRate.Min|AudioVirtualLoop.cpp|Sets minimum rate to check if sound becomes audible again at sound’s max audible distance.|
|au.WaitForSoundWaveToLoad|AudioDevice.cpp|When set to 1, we will refuse to play any sound unless the USoundWave has been loaded.

0: Attempt to play back, 1: Wait for load.|
|Audio3dVisualize|AudioDevice.cpp|Toggles 3d visualization of 3d sounds on/off|
|AudioDebugSound|AudioDevice.cpp|Takes a sound name as an additional input, and provides debug info for that sound|
|AudioGetDynamicSoundVolume|AudioDevice.cpp|Takes a dynamic sound volume name as an additional input, and provides debug info for that volume|
|AudioMemReport|AudioDevice.cpp|Creates a memory report on audio objects|
|AudioMixerDebugSound|AudioDevice.cpp|Takes a sound name as an additional input, and provides debug info for that sound|
|AudioResetAllDynamicSoundVolumes|AudioDevice.cpp|Resets all dynamic sound volumes|
|AudioResetDynamicSoundVolume|AudioDevice.cpp|Takes a dynamic sound volume name as an additional input, and resets that specific volume|
|AudioSetDynamicSoundVolume|AudioDevice.cpp|Takes a dynamic sound volume name as an additional input, and resets that specific volume|
|AudioSoloSoundClass|AudioDevice.cpp|Takes a sound class name as an additional input, and toggles whether that sound class is ‘solo’ (e.g., the only audible sound)|
|AudioSoloSoundCue|AudioDevice.cpp|Takes a sound cue name as an additional input, and toggles whether that sound cue is ‘solo’ (e.g., the only audible sound)|
|AudioSoloSoundWave|AudioDevice.cpp|Takes a sound wave name as an additional input, and toggles whether that sound wave is ‘solo’ (e.g., the only audible sound)|
|ClearSoloAudio|AudioDevice.cpp|Clears the ‘solo’ command of any currently solo audio device|
|DisableHPF|AudioDevice.cpp|Disables High Pass Filter functionality for all sources|
|DisableLPF|AudioDevice.cpp|Disables Low Pass Filter functionality for all sources|
|DisableRadio|AudioDevice.cpp|Disables radio effects|
|DumpSoundInfo|AudioDevice.cpp|Prints detailed information about currently active sound objects|
|EnableRadio|AudioDevice.cpp|Enables radio effects|
|IsolateDryAudio|AudioDevice.cpp|Isolates the dry signal of currently playing sounds (e.g., the portion of the sound that has not yet gone through effects processing)|
|IsolateReverb|AudioDevice.cpp|Isolates audio generated by reverb processes|
|ListAudioComponents|AudioDevice.cpp|Dumps a list of all active sound components, and their data|
|ListSoundClassVolumes|AudioDevice.cpp|Dumps a list of all active sound class volumes, and their data|
|ListSoundClasses|AudioDevice.cpp|Dumps a list of all active sound classes, and their data|
|ListSoundDurations|AudioDevice.cpp|Dumps a list of each soundwave object, along with its corresponding duration|
|ListSounds|AudioDevice.cpp|Displays debug information about the loaded sounds.

Additional parameters:

ALPHASORT: Sorts the sounds by name, if set to true. Otherwise, sorts by memory usage size in decreasing order.

LONGNAMES: If set to true, this will print the full path of each sound listed. Otherwise, it will only print the object name.|
|ListWaves|AudioDevice.cpp|Displays information about the currently active wave instances, using the following fields:

Instance Index

Source ? TEXT(“Yes”) : TEXT(" No")

Playback Time

Volume

Path Name

Sound Name|
|PlayAllPIEAudio|AudioDevice.cpp|Toggles whether audio from all devices is audible, regardless of which PIE window has focus|
|PlaySoundCue|AudioDevice.cpp|Takes a soundcue name as additional input, and plays the soundcue|
|PlaySoundWave|AudioDevice.cpp|Takes a sound wave name as additional input, and plays the sound wave|
|ResetSoundState|AudioDevice.cpp|All volumes are reset to their defaults, and all test filters are removed|
|SetBaseSoundMix|AudioDevice.cpp|Takes a soundmix name as an additional parameter, and sets the soundmix as the base mix|
|ShowSoundClassHierarchy|AudioDevice.cpp|Shows the hierarchy of sound classes|
|SoloAudio|AudioDevice.cpp|Will set a single device as the solo device, by muting all other devices.|
|SoundClassFixup|AudioDevice.cpp|Handles potential corruption and path collision in sound classes|
|TestLFEBleed|AudioDevice.cpp|Set the Low Pass Filter to max for all sources, in order to test for potential LFE bleed issues|
|TestLPF|AudioDevice.cpp|Set the Low Pass Filter to max for all sources|
|ToggleHRTFForAll|AudioDevice.cpp|When called, it will change the setting of whether HRTF is enabled for all. For example, if bHRTFEnabledForAll is currently set to false, it will set it to true.|
|ToggleSpatExt|AudioDevice.cpp||

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