The Audio Catalog will autopopulate with all AudioSuperComponent and MusicLayout Blueprints in the project Content folder on game start. You can use this menu to search for your desired sound asset and drag and drop the item to spawn it into the level at the mouse position. This menu is only for use at runtime and spawned sounds are NOT added to the level or persistant between sessions.
To use the Audio Catalog as an Editor Utility Widget, open the "KPlugins" dropdown toolbar at the top of the main Level Editor window and select "Audio Catalog". This will spawn an editor window that can be docked in Unreal Engine's layout.
The Audio Catalog is also available as a runtime debug widget. To open it, enter the console command "k.debug". At the top of the screen a debug menu selector will appear. Here, you can select the "Audio Catalog" under "KAudioSystem" and open it either in the game window by clicking the name or as a popout window by clicking the dark area on the right side.
The Audio Controller is used to test the parameter functionality of your AudioSuperComponents and MusicLayouts. Use this menu alongside the Audio Catalog to spawn sounds and use hook in with the Audio Controller to set parameters directly on your sound instance. NOTE: Any parameter values shown in the controller do not reflect the actual values that are currently set on your selected sound instance.
Scope: Determines whether to set local parameters (switches and floats) or global parameters (states and global floats) on the sound instance. NOTE: The name of the types remain the same, but they are recontexualized by the Scope value.
Control: Determines whether you are controlling the selected sound instance only, broadcasting parameters globally through the AudioManagerSubsystem, or pass parameters to the MusicManager to control music through the music system.
To use the Audio Controller as an Editor Utility Widget, open the "KPlugins" dropdown toolbar at the top of the main Level Editor window and select "Audio Controller". This will spawn an editor window that can be docked in Unreal Engine's layout.
The Audio Controller is also available as a runtime debug widget. To open it, enter the console command "k.debug". At the top of the screen a debug menu selector will appear. Here, you can select the "Audio Controller" under "KAudioSystem" and open it either in the game window by clicking the name or as a popout window by clicking the dark area on the right side.
The Audio Dashboard displays general information about the KAudioSystem as well as allows you to select individual sound instances to montitor their parameters, ownership status, and current AudioEnvironment. NOTE: The parameter values shown come from the backend AudioLink and not directly from the sound instance itself. This means values may appear that are not relevant for your sound instance.
To use the Audio Dashboard as an Editor Utility Widget, open the "KPlugins" dropdown toolbar at the top of the main Level Editor window and select "Audio Dashboard". This will spawn an editor window that can be docked in Unreal Engine's layout.
The Audio Dashboard is also available as a runtime debug widget. To open it, enter the console command "k.debug". At the top of the screen a debug menu selector will appear. Here, you can select the "Audio Dashboard" under "KAudioSystem" and open it either in the game window by clicking the name or as a popout window by clicking the dark area on the right side.
The AudioLog displays logged information from the KAudioSystem. It is available as a runtime debug widget only. To open it, enter the console command "k.debug". At the top of the screen a debug menu selector will appear. Here, you can select the "Audio Log" under "KAudioSystem" and open it either in the game window by clicking the name or as a popout window by clicking the dark area on the right side. In Editor, you can use Unreal Engine's built-in "Output Log" and filter by "KAudio" to see the same logs that are sent to the Audio Log.
The Music Dashboard shows information about the current state of the music system. NOTE: This will NOT show data for a rogue MusicLayout that is not instantiated and controlled by the music system.
To use the Music Dashboard as an Editor Utility Widget, open the "KPlugins" dropdown toolbar at the top of the main Level Editor window and select "Music Dashboard". This will spawn an editor window that can be docked in Unreal Engine's layout.
The Music Dashboard is also available as a runtime debug widget. To open it, enter the console command "k.debug". At the top of the screen a debug menu selector will appear. Here, you can select the "Music Dashboard" under "KAudioSystem" and open it either in the game window by clicking the name or as a popout window by clicking the dark area on the right side.