290 lines
6.0 KiB
Markdown
290 lines
6.0 KiB
Markdown
# Unreal Engine 5.7 — Audio Module Reference
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**Last verified:** 2026-02-13
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**Knowledge Gap:** UE 5.7 MetaSounds production-ready
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---
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## Overview
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UE 5.7 audio systems:
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- **MetaSounds**: Node-based procedural audio (RECOMMENDED, production-ready)
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- **Sound Cues**: Legacy node-based audio (use for simple cases)
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- **Audio Component**: Play sounds on actors
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---
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## Basic Audio Playback
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### Play Sound at Location
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```cpp
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#include "Kismet/GameplayStatics.h"
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// ✅ Play 2D sound (no spatialization)
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UGameplayStatics::PlaySound2D(GetWorld(), ExplosionSound);
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// ✅ Play sound at location (3D spatial audio)
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UGameplayStatics::PlaySoundAtLocation(GetWorld(), ExplosionSound, GetActorLocation());
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// ✅ With volume and pitch
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UGameplayStatics::PlaySoundAtLocation(GetWorld(), ExplosionSound, GetActorLocation(), 0.7f, 1.2f);
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```
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---
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## Audio Component
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### Audio Component (Persistent Sound)
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```cpp
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// Create audio component
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UAudioComponent* AudioComp = CreateDefaultSubobject<UAudioComponent>(TEXT("Audio"));
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AudioComp->SetupAttachment(RootComponent);
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AudioComp->SetSound(LoopingAmbience);
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// Play/Stop
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AudioComp->Play();
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AudioComp->Stop();
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// Fade in/out
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AudioComp->FadeIn(2.0f); // 2 seconds
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AudioComp->FadeOut(1.5f, 0.0f); // 1.5s to volume 0
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// Adjust volume/pitch
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AudioComp->SetVolumeMultiplier(0.5f);
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AudioComp->SetPitchMultiplier(1.2f);
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```
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---
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## 3D Spatial Audio
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### Attenuation Settings
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```cpp
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// Create Sound Attenuation asset:
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// Content Browser > Sounds > Sound Attenuation
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// Configure:
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// - Attenuation Shape: Sphere, Capsule, Box, Cone
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// - Falloff Distance: Distance where sound becomes inaudible
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// - Attenuation Function: Linear, Logarithmic, Inverse, etc.
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// Assign in C++:
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AudioComp->AttenuationSettings = AttenuationAsset;
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```
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### Attenuation Override in Code
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```cpp
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FSoundAttenuationSettings AttenuationOverride;
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AttenuationOverride.AttenuationShape = EAttenuationShape::Sphere;
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AttenuationOverride.FalloffDistance = 1000.0f;
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AttenuationOverride.AttenuationShapeExtents = FVector(1000.0f);
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AudioComp->AttenuationOverrides = AttenuationOverride;
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AudioComp->bOverrideAttenuation = true;
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```
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---
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## MetaSounds (Procedural Audio)
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### Create MetaSound Source
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1. Content Browser > Sounds > MetaSound Source
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2. Open MetaSound editor
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3. Build node graph:
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- **Inputs**: Triggers, parameters
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- **Generators**: Oscillators, noise, samples
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- **Modulators**: Envelopes, LFOs
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- **Effects**: Filters, reverb, delay
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- **Output**: Audio output
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### Play MetaSound
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```cpp
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// Play MetaSound like any sound
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UGameplayStatics::PlaySound2D(GetWorld(), MetaSoundSource);
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// Or with Audio Component
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AudioComp->SetSound(MetaSoundSource);
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AudioComp->Play();
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```
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### Set MetaSound Parameters
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```cpp
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// Define parameter in MetaSound (Input node with exposed parameter)
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// Set parameter in C++:
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AudioComp->SetFloatParameter(FName("Volume"), 0.8f);
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AudioComp->SetIntParameter(FName("OctaveShift"), 2);
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AudioComp->SetBoolParameter(FName("EnableReverb"), true);
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```
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---
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## Sound Cues (Legacy)
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### Create Sound Cue
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1. Content Browser > Sounds > Sound Cue
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2. Open Sound Cue editor
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3. Add nodes: Random, Modulator, Mixer, etc.
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### Use Sound Cue
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```cpp
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// Play like any sound
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UGameplayStatics::PlaySound2D(GetWorld(), SoundCue);
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```
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---
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## Sound Classes & Sound Mixes
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### Sound Class (Volume Groups)
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```cpp
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// Create Sound Class: Content Browser > Sounds > Sound Class
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// Hierarchy: Master > Music, SFX, Dialogue
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// Assign to sound asset:
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// Sound Wave > Sound Class = SFX
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// Set volume in C++:
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UAudioSettings* AudioSettings = GetMutableDefault<UAudioSettings>();
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// Configure via Sound Class hierarchy
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```
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### Sound Mix (Dynamic Mixing)
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```cpp
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// Create Sound Mix asset
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// Define adjustments: Lower music during dialogue, etc.
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// Push sound mix
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UGameplayStatics::PushSoundMixModifier(GetWorld(), DuckedMusicMix);
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// Pop sound mix
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UGameplayStatics::PopSoundMixModifier(GetWorld(), DuckedMusicMix);
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```
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---
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## Audio Occlusion & Reverb
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### Audio Occlusion (Walls Block Sound)
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```cpp
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// Enable in Audio Component:
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AudioComp->bEnableOcclusion = true;
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// Requires geometry with collision
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```
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### Reverb Volumes
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```cpp
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// Add Audio Volume to level (Volumes > Audio Volume)
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// Configure reverb settings in Details panel
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// Audio component automatically picks up reverb when inside volume
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```
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---
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## Common Patterns
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### Footstep Sounds (Random Variation)
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```cpp
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// Use Sound Cue with Random node, or:
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UPROPERTY(EditAnywhere, Category = "Audio")
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TArray<TObjectPtr<USoundBase>> FootstepSounds;
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void PlayFootstep() {
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int32 Index = FMath::RandRange(0, FootstepSounds.Num() - 1);
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UGameplayStatics::PlaySoundAtLocation(GetWorld(), FootstepSounds[Index], GetActorLocation());
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}
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```
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### Music Crossfade
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```cpp
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UAudioComponent* MusicA;
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UAudioComponent* MusicB;
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void CrossfadeMusic(float Duration) {
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MusicA->FadeOut(Duration, 0.0f);
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MusicB->FadeIn(Duration);
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}
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```
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### Check if Sound is Playing
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```cpp
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if (AudioComp->IsPlaying()) {
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// Sound is playing
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}
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```
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---
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## Audio Concurrency
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### Limit Concurrent Sounds
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```cpp
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// Create Sound Concurrency asset:
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// Content Browser > Sounds > Sound Concurrency
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// Configure:
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// - Max Count: Maximum instances of this sound
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// - Resolution Rule: Stop Oldest, Stop Quietest, etc.
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// Assign to sound:
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// Sound Wave > Concurrency Settings
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```
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---
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## Performance Tips
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### Audio Optimization
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```cpp
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// Compression settings (Sound Wave asset):
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// - Compression Quality: 40 (balance quality/size)
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// - Streaming: Enable for large files (music)
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// Reduce audio mixing cost:
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// - Limit concurrent sounds via Sound Concurrency
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// - Use simple attenuation shapes
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// Disable audio for distant actors:
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if (Distance > MaxAudibleDistance) {
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AudioComp->Stop();
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}
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```
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---
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## Debugging
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### Audio Debug Commands
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```cpp
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// Console commands:
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// au.Debug.Sounds 1 - Show active sounds
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// au.3dVisualize.Enabled 1 - Visualize 3D audio
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// stat soundwaves - Show sound statistics
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// stat soundmixes - Show active sound mixes
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```
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---
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## Sources
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- https://docs.unrealengine.com/5.7/en-US/audio-in-unreal-engine/
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- https://docs.unrealengine.com/5.7/en-US/metasounds-in-unreal-engine/
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