12/30/2023 0 Comments Sidplay audio decoderLogAudioMixer: Display: Using Audio Device Speakers (Realtek(R) Audio) LogAudioMixer: Display: Initializing audio mixer. LogAudio: Display: Audio Modulation Plugin: DefaultModulationPlugin LogAudio: Display: Audio Occlusion Plugin: None (built-in). LogAudio: Display: Audio Reverb Plugin: None (built-in). LogAudio: Display: Audio Spatialization Plugin: None (built-in). LogAudio: Display: AudioDevice MaxSources: 1084 LogAudioMixer: Display: Number of Async Source Workers:Đ LogAudioMixer: Display: Max Channels (voices): 1084 LogAudioMixer: Display: Number of buffers to queue:Ē LogAudioMixer: Display: Callback Buffer Frame Size To Use: 1024 LogAudioMixer: Display: Callback Buffer Frame Size Requested: 1024 LogAudioMixer: Display: Sample Rate: 48000 LogAudioMixer: Display: Audio Mixer Platform Settings: LogAudio: Display: Creating Audio Device: Id: 1, Scope: Shared, Realtime: True LogAudio: Display: Audio Device Manager Initialized The audio settings section of the log will look a bit like the following: LogAudio: Display: Initializing Audio Device Manager. In particular, looking at the settings can often make it easier to sort through issues others have had, or highlight a potential mismatch between the expected settings and the program’s behavior. While Warnings and Errors attributed to the LogAudio family of log categories are the easiest to notice, the audio settings section of the log also often contains information useful for debugging. When debugging any Unreal system, it’s always helpful to look at the debug logs, and general performance statistics. (For debugging third-party plug-ins, please see the following article ) This article is intended for those debugging issues with native Unreal audio in UE4.
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