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134 — Audio Settings Data Asset (DA_AudioSettings)

Purpose

Central configuration Data Asset for the MetaSounds Audio System. Holds all default bus configurations, volume defaults, pooling limits, ducking amounts, and accessibility settings. Loaded by SS_AudioManager on initialization to configure all 4 MetaSound buses.

Dependencies

  • Requires: SS_AudioManager (132 — loads this DA on init), MetaSound sources (MS_MasterBus, MS_SFXBus, MS_AmbientBus, MS_MusicBus, MS_DialogueBus)
  • Required By: SS_AudioManager (132 — direct consumer), Sound Design Team (primary editor target)
  • Engine/Plugin Requirements: MetaSounds plugin, GameplayTags plugin

Class Info

Property Value
Parent Class PrimaryDataAsset
Class Type Data Asset
Asset Path Content/Framework/Audio/DA_AudioSettings.uasset
Implements Interfaces (none)

1. Enums

Uses E_AudioBusCategory from SS_AudioManager (132).


2. Structs

Uses S_AudioBusConfig and S_RoomAcousticProfile from SS_AudioManager (132).


3. Variables

Bus Configuration (Instance Editable)

Variable Type Default Category Description
SFXBusConfig S_AudioBusConfig (see defaults below) Bus Config SFX bus configuration
AmbienceBusConfig S_AudioBusConfig (see defaults below) Bus Config Ambience bus configuration
MusicBusConfig S_AudioBusConfig (see defaults below) Bus Config Music bus configuration
DialogueBusConfig S_AudioBusConfig (see defaults below) Bus Config Dialogue bus configuration

Volume Defaults (Instance Editable)

Variable Type Default Category Description
DefaultMasterVolume Float 1.0 Volume Default master volume (01)
DefaultSFXVolume Float 0.85 Volume Default SFX volume (01)
DefaultMusicVolume Float 0.80 Volume Default music volume (01)
DefaultAmbientVolume Float 0.75 Volume Default ambient volume (01)
DefaultDialogueVolume Float 1.0 Volume Default dialogue volume (01)

Pool & Limits (Instance Editable)

Variable Type Default Category Description
SFXPoolSize Integer 32 Pool Max concurrent SFX audio components
MaxConcurrentDialogue Integer 2 Dialogue Max simultaneous dialogue lines
MaxWeaponFireVoices Integer 8 SFX Sub-mix Max concurrent weapon fire sounds
MaxFootstepVoices Integer 4 SFX Sub-mix Max concurrent footstep sounds
MaxImpactVoices Integer 8 SFX Sub-mix Max concurrent impact sounds

Ducking Configuration (Instance Editable)

Variable Type Default Category Description
DialogueDuckSFX Float 0.5 Ducking SFX volume multiplier during dialogue (1.0 = no duck, 0.5 = -6dB)
DialogueDuckAmbience Float 0.25 Ducking Ambience volume multiplier during dialogue (-12dB)
DialogueDuckMusic Float 0.125 Ducking Music volume multiplier during dialogue (-18dB)
DuckTransitionTime Float 0.3 Ducking Ducking fade-in/out time (seconds)

Accessibility (Instance Editable)

Variable Type Default Category Description
bMonoAudioDefault Boolean false Accessibility Default mono audio state
DefaultBalance Float 0.0 Accessibility Default L/R balance (-1.0 = left, 0.0 = center, 1.0 = right)
bAudioCuesForUI Boolean false Accessibility Play confirmation SFX on UI button presses

MetaSound Source References (Instance Editable)

Variable Type Default Category Description
MasterBusSource UMetaSoundSource None MetaSound Ref MS_MasterBus MetaSound patch
SFXBusSource UMetaSoundSource None MetaSound Ref MS_SFXBus MetaSound patch
AmbientBusSource UMetaSoundSource None MetaSound Ref MS_AmbientBus MetaSound patch
MusicBusSource UMetaSoundSource None MetaSound Ref MS_MusicBus MetaSound patch
DialogueBusSource UMetaSoundSource None MetaSound Ref MS_DialogueBus MetaSound patch

Room Defaults (Instance Editable)

Variable Type Default Category Description
DefaultRoomPreset DA_RoomAcousticPreset DA_RP_Outdoor Room Fallback room preset when no zone is active
RoomPresetList Array<DA_RoomAcousticPreset> (all presets) Room All available room presets (populates SS_AudioManager.RoomPresets)

4. Default Bus Configurations

SFX Bus Default Config

Field Value
BusCategory SFX
DefaultVolume 0.85
MetaSoundSource MS_SFXBus
bSpatialized true
AttenuationSettings ATT_DefaultSFX
MaxConcurrentSounds 32
DuckingPriority 10
DuckAmount 0.5
SettingsBindingTag Settings.Audio.SFXVolume

Ambience Bus Default Config

Field Value
BusCategory Ambience
DefaultVolume 0.75
MetaSoundSource MS_AmbientBus
bSpatialized false
AttenuationSettings (none — stereo)
MaxConcurrentSounds 1
DuckingPriority 5
DuckAmount 0.25
SettingsBindingTag Settings.Audio.AmbientVolume

Music Bus Default Config

Field Value
BusCategory Music
DefaultVolume 0.80
MetaSoundSource MS_MusicBus
bSpatialized false
AttenuationSettings (none — stereo)
MaxConcurrentSounds 4 (layers)
DuckingPriority 20
DuckAmount 0.125
SettingsBindingTag Settings.Audio.MusicVolume

Dialogue Bus Default Config

Field Value
BusCategory Dialogue
DefaultVolume 1.0
MetaSoundSource MS_DialogueBus
bSpatialized true
AttenuationSettings ATT_Dialogue
MaxConcurrentSounds 2
DuckingPriority 100
DuckAmount 1.0 (ducks all other buses)
SettingsBindingTag Settings.Audio.DialogueVolume

5. Functions

Public Functions

GetDefaultBusConfigS_AudioBusConfig

  • Description: Returns the bus config for a given category.
  • Parameters:
    Param Type Description
    Bus E_AudioBusCategory Which bus to get config for
  • Blueprint Authority: Any (Pure)

GetDefaultVolumeFloat

  • Description: Returns the default volume for a bus category.
  • Parameters:
    Param Type Description
    Bus E_AudioBusCategory Which bus
  • Blueprint Authority: Any (Pure)

6. Data Asset Edibility Notes

Sound Designer Workflow

  1. Open DA_AudioSettings in the Content Browser
  2. Assign MetaSound source references to each bus
  3. Adjust default volumes per bus
  4. Configure ducking amounts for dialogue priority
  5. Set SFX pool size and sub-mix voice limits
  6. Assign default room preset
  7. Changes take effect on next game launch (no recompile needed)

Platform-Specific Variants

  • Maintain separate DA_AudioSettings Data Assets per platform if needed:
    • DA_AudioSettings_PC — Higher pool size (32), full spatialization
    • DA_AudioSettings_Console — Reduced pool (24), optimized attenuation
    • DA_AudioSettings_Mobile — Minimal pool (16), simplified reverb

7. Communication Matrix

Who Talks How What Is Sent
SS_AudioManager (132) Direct: Load Data Asset on Initialize Reads all bus configs, volumes, pool settings
SS_AudioManager (132) Function Call: GetDefaultBusConfig Queries S_AudioBusConfig per category
Sound Design Team Data Asset Editor Edits bus configs, MetaSound refs, ducking params

8. Validation / Testing Checklist

  • All 4 BusConfig structs have non-null MetaSoundSource references
  • SFX bSpatialized = true, Ambience/Music bSpatialized = false
  • Dialogue DuckingPriority = 100 (highest)
  • Dialogue ducking multipliers: SFX > Ambience > Music (more duck for music)
  • SFXPoolSize between 1664 (reasonable range)
  • MaxConcurrentDialogue <= 2 (prevents overlapping VO chaos)
  • Volume defaults between 0.0 and 1.0
  • DialogueDuck* multipliers between 0.0 and 1.0
  • DefaultRoomPreset not null
  • RoomPresetList contains all expected room presets
  • Platform variants have appropriate pool sizes for target hardware
  • Edge case: Null MetaSound source → SS_AudioManager logs warning and disables that bus

9. Reuse Notes

  • This Data Asset is the sound designer's control panel for the entire audio system.
  • S_AudioBusConfig fields are exposed directly — no blueprint access required to tune bus behavior.
  • The SettingsBindingTag on each bus config maps to the persistent settings key, enabling the settings UI to discover available audio sliders automatically.
  • Ducking amounts use multiplicative volume (not additive dB) for simplicity — a value of 0.5 means "reduce to 50% volume when dialogue is active."
  • Voice limiting per sub-mix (WeaponFire=8, Footsteps=4, Impacts=8) prevents a single audio category from drowning out others.

Blueprint Spec: DA_AudioSettings — Central configuration for MetaSounds audio buses. Architecture document: metasounds-audio-system.md