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Audio Settings

Project audio configuration lives under Engine > Audio in the editor’s Settings panel (File > Settings). Changes apply to the running editor immediately and are saved to /Config/AudioSettings.json in your project.

Starting volumes for each bus. These are the values the game boots with, before an options menu overrides them.

SettingDoes
Master VolumeScales every bus.
Music / SFX / UI / Voice / Ambient VolumePer-bus multipliers.
Mute When UnfocusedSuspend audio while the game is in the background.

Mute When Unfocused only applies to standalone builds. The editor ignores it, because a Play In Editor window is a separate window from the main editor and losing focus on one doesn’t mean you’ve left the app. Minimizing always suspends, in both.

SettingDoes
Sample RateMixer rate. 0 uses the output device’s native rate.
ChannelsMixer channel count. 0 uses the device’s native layout.
Period FramesMixer period. Smaller is lower latency and more CPU. 0 lets the backend choose.
Max VoicesCap on simultaneous voices (8 to 256).
Volume SmoothingMilliseconds of ramp on volume changes. Stops abrupt edits from clicking.
SettingDoes
Doppler ScaleGlobal multiplier on every voice’s doppler factor. 0 turns doppler off engine-wide.
SettingDoes
Occlusion EnabledMaster switch. Off skips all occlusion tracing.
Occlusion Trace ChannelCollision layers a trace treats as blocking.
Max Occlusion Traces Per TickTrace budget per world tick.

Put occluding geometry on the layer you select here. Static level geometry is usually the right answer, tracing against dynamic bodies means every crate the player pushes around muffles the world behind it.

The trace budget bounds the cost. Sources past the budget in a given tick keep their previous result and retry next tick, so raising it costs CPU and lowering it costs responsiveness, not correctness.

SettingDoes
Reverb Room Size / Damping / Width / Wet LevelStarting shape of the shared reverb.
Music / SFX / UI / Voice / Ambient Reverb SendHow much each bus feeds the reverb return.

All sends default to 0, which leaves the reverb network unbuilt. See Mixing & Buses for changing these at runtime.

Settings you edit here are the project’s defaults. When a player changes volume in an options menu, call Sound.SaveMixSettings() to write the current bus volumes back to the same file so they survive a restart.