Environment
- Unreal Engine 5 (currently 5.6, Windows)
 - Audio Mixer enabled
 - Mostly MetaSound-based sources using spatialization + attenuation assets
 
What I’m seeing
After setting an
AudioComponent’s
Priority and running the
au.Debug.Sounds.Sort console command, the on-screen debug list displays a squared version of that priority for spatialized sounds. Examples (rounded): a priority of P appears as roughly P² in the debug output (e.g.,
1.5 → ~2.25,
2.0 → ~4.0). Non-spatialized sounds do not seem to show this behavior (or it’s not obvious).
How I’m setting it (simplified)
// Spatialized + attenuation
AudioComponent->bAllowSpatialization = true;
AudioComponent->AttenuationSettings  = AttenuationAsset; // or Sound Attenuation asset
AudioComponent->Priority             = ContextPriority;  // tuned per 1P/3P context
Questions
- Is the squared transform in
 
au.Debug.Sounds.Sort Priority1. intentional for spatialized sounds?
2. Is this squared transform display-only for debugging/sorting emphasis, or is it actually applied in runtime concurrency/virtualization decisions as well? If it does affect runtime behavior, what’s the reasoning/design rationale behind it?
Extra context
We’re balancing first-person vs third-person (ally/enemy) mixes via different attenuation/sound classes and context-specific priority values. The squared value in the debug view makes it unclear whether our authored priority or the transformed value is what truly drives culling/virtualization.
Note: This question was written in English via translation so I could ask it here. Apologies for any awkward phrasing, and thanks for your understanding.
Thank you for reading!