DC Audio Asset Report turns the audio of your Unreal Engine project into clear, filterable Excel workbooks. It is made for technical sound designers, sound designers and audio leads, and for developers who want to keep the audio side of their project under control. Pick a report, choose the columns, press Generate: every Sound Wave, MetaSound, Sound Cue, Sound Class, Submix, Attenuation, Concurrency, Control Bus, Control Bus Mix and Dialogue Wave is listed with the settings you care about. No setup, nothing added to your packaged game.
Compare with an earlier report. Every report can save a small snapshot. Generate it again later and compare: new assets are green, deleted assets red (with their old values), and only the values that actually changed turn yellow – hover a yellow cell to see its old value. A Changes sheet lists every difference with its value before and after, and the Compare window shows the same changes inside Unreal, by kind of asset. Perfect for weekly audio reviews, milestone checks and handovers.
Features
Real Excel workbooks (.xlsx) with bold frozen header, filters on every column, numbers stored as numbers, columns sized to their content. CSV is also available.
Sounds report: volume, pitch, sound class, attenuation, submix and bus sends, source effect chain, priority, virtualization, concurrency, looping, compression quality, modulation, MetaSound patches used, references.
Asset reports built from the editor itself: Sound Classes, Submixes, Attenuation, Concurrency, Control Buses, Control Bus Mixes and Dialogue Waves – every editable setting is a column, grouped like in the asset editors.
MetaSounds and Patches: every input, output and variable with data type and default value, plus where each patch is used.
Loudness: integrated loudness (LUFS) and sample peak for every Sound Wave and Dialogue Wave, measured by the plugin when the engine has no value.
Unused assets: finds what nothing references and adds it to Content Browser collections for review.
Snapshots and comparison in Excel, and the Compare window inside Unreal.
Export all assets: every report in one workbook, one sheet each.
Filters: content path, name filter with wildcards, asset types, only unreferenced assets.
Safe: read-only on your assets (except optional collections); every file gets the date and time in its name, so an open file is never overwritten.