From aaad2face2123ebee3df934a4d4995f6ca6832f9 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 25 Feb 2025 22:19:26 +0100 Subject: [PATCH] Fix HRTF audio to be disabled due to common audio problems #3225 --- Source/Engine/Audio/AudioSettings.h | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) 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: ///