text
stringlengths 0
17.2k
|
---|
The number of buffers to keep enqueued. |
More buffers increase latency, but can compensate for variable compute availability in audio callbacks on some platforms. |
The maximum number of channels (voices) to limit for this platform. |
If you specify Max Channels both here and in your global audio quality settings, your application will use the smaller of the two values. |
If this is set to 0, Unreal Engine will use all the channels available. |
The number of workers to use to compute source audio. |
This only uses up to the maximum number of sources (Max Channels value) and evenly divides sources to each source worker. |
Defines which of the currently enabled spatialization plugins to use. |
If you can't find a spatialization plugin you want to use in the dropdown menu, make sure its plugin is enabled (from the main menu, go to Edit > Plugins). |
You can choose from the following options: |
Defines which of the currently enabled reverb plugins to use. |
If you can't find a reverb plugin you want to use in the dropdown menu, make sure its plugin is enabled (from the main menu, go to Edit > Plugins). |
You can choose from the following options: |
Defines which of the currently enabled occlusion plugins to use. |
If you can't find an occlusion plugin you want to use in the dropdown menu, make sure its plugin is enabled (from the main menu, go to Edit > Plugins). |
You can choose from the following options: |
When Override Compression Times is enabled, any sound under this threshold (in seconds) will be fully decompressed on load. |
Otherwise, the first chunk of this sound is cached at load and the rest is decompressed in real time. |
If this is set to 0, will default to the Sound Group on the relevant Sound Wave. |
On this platform, any random nodes on Sound Cues will automatically only preload this number of branches and dispose of any others on load. |
This can drastically reduce memory usage. |
If this is set to 0, no branches are culled. |
Return to the Audio table. |
Scales all compression qualities when cooking to this platform. |
For example, 0.5 will halve all compression qualities, and 1.0 will leave them unchanged. |
Return to the Audio table. |
Determines the maximum amount of memory that should be used for the cache at any given time. |
If set low (<= 8 MB), it lowers the size of individual chunks of audio during the cooking. |
Return to the Cook Overrides table. |
Return to the Cook Overrides table. |
Priority for the ETC2 texture format when launching on device or packaging using Android_Multi. |
The highest priority format supported by the device will be used. |
Default value is 0.2. |
Priority for the DXT texture format when launching on device or packaging using Android_Multi. |
The highest priority format supported by the device will be used. |
Default value is 0.6. |
Priority for the ASTC texture format when launching on device or packaging using Android_Multi. |
The highest priority format supported by the device will be used. |
Default value is 0.9. |
Defines whether to enable LOD streaming for landscape visual meshes. |
APK Packaging |
App Bundles |
Build |
Advanced APK Packaging |
Advanced Build |
Project SDK Override |
Distribution Signing |
Google Play Services |
Icons |
Launch Images |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.