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.
| Setting | Does |
|---|---|
| Master Volume | Scales every bus. |
| Music / SFX / UI / Voice / Ambient Volume | Per-bus multipliers. |
| Mute When Unfocused | Suspend 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.
Output
Section titled “Output”| Setting | Does |
|---|---|
| Sample Rate | Mixer rate. 0 uses the output device’s native rate. |
| Channels | Mixer channel count. 0 uses the device’s native layout. |
| Period Frames | Mixer period. Smaller is lower latency and more CPU. 0 lets the backend choose. |
| Max Voices | Cap on simultaneous voices (8 to 256). |
| Volume Smoothing | Milliseconds of ramp on volume changes. Stops abrupt edits from clicking. |
Spatialization
Section titled “Spatialization”| Setting | Does |
|---|---|
| Doppler Scale | Global multiplier on every voice’s doppler factor. 0 turns doppler off engine-wide. |
Occlusion
Section titled “Occlusion”| Setting | Does |
|---|---|
| Occlusion Enabled | Master switch. Off skips all occlusion tracing. |
| Occlusion Trace Channel | Collision layers a trace treats as blocking. |
| Max Occlusion Traces Per Tick | Trace 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.
Reverb
Section titled “Reverb”| Setting | Does |
|---|---|
| Reverb Room Size / Damping / Width / Wet Level | Starting shape of the shared reverb. |
| Music / SFX / UI / Voice / Ambient Reverb Send | How 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.
Persisting player choices
Section titled “Persisting player choices”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.