diff --git a/Source/Engine/Audio/AudioSettings.h b/Source/Engine/Audio/AudioSettings.h
index edff00390..dda305c33 100644
--- a/Source/Engine/Audio/AudioSettings.h
+++ b/Source/Engine/Audio/AudioSettings.h
@@ -16,27 +16,27 @@ public:
///
/// If checked, audio playback will be disabled in build game. Can be used if game uses custom audio playback engine.
///
- API_FIELD(Attributes="EditorOrder(0), DefaultValue(false), EditorDisplay(\"General\")")
+ API_FIELD(Attributes="EditorOrder(0), EditorDisplay(\"General\")")
bool DisableAudio = false;
///
/// The doppler effect factor. Scale for source and listener velocities. Default is 1.
///
- API_FIELD(Attributes="EditorOrder(100), DefaultValue(1.0f), EditorDisplay(\"General\")")
+ API_FIELD(Attributes="EditorOrder(100), EditorDisplay(\"General\")")
float DopplerFactor = 1.0f;
///
/// True if mute all audio playback when game has no use focus.
///
- API_FIELD(Attributes="EditorOrder(200), DefaultValue(true), EditorDisplay(\"General\", \"Mute On Focus Loss\")")
+ API_FIELD(Attributes="EditorOrder(200), EditorDisplay(\"General\", \"Mute On Focus Loss\")")
bool MuteOnFocusLoss = true;
///
/// Enables or disables HRTF audio for in-engine processing of 3D audio (if supported by platform).
/// If enabled, the user should be using two-channel/headphones audio output and have all other surround virtualization disabled (Atmos, DTS:X, vendor specific, etc.)
///
- API_FIELD(Attributes="EditorOrder(300), DefaultValue(true), EditorDisplay(\"Spatial Audio\")")
- bool EnableHRTF = true;
+ API_FIELD(Attributes="EditorOrder(300), EditorDisplay(\"Spatial Audio\")")
+ bool EnableHRTF = false;
public:
///