Hi there,
We are currently converting our Unreal Audio based project to FMOD and we wanted to remove all the Unreal Audio stuff. I followed the guide which said to add this to DefaultEngine.ini
[Audio]
AudioDeviceModuleName=
AudioMixerModuleName=
I added this (also tried a WindowsDefaultEngine.ini variation in the Windows folder), but Unreal Audio is still audible in the editor and in the packaged build. Is this intentional or am I missing something?
Best,
Bennet
Unreal’s audio system will happily coexist with FMOD in the Unreal Editor on Windows, and I don’t think AudioDeviceModuleName / AudioMixerModuleName can be disabled in the Unreal Editor.
It is only these platforms that need Unreal’s audio system disabled:
- iOS / tvOS
- Xbox One / Xbox Series X|S
- PS5
Can you please link me to the guide which was telling you to add these lines to DefaultEngine.ini?
What if I want to disable Unreal Audio on Windows? The thing is, I want to “hear” nothing if a sound is missing / has not been transferred to FMOD. I also want new developers who somehow miss FMOD to “hear” nothing that their sound is not working. I want using Unreal audio to feel buggy / broken. Just as a safeguard. Because then, at the latest for the platforms mentioned, these potential uses will pile up and I want to avoid that from the start.
I got it from this doc:
https://www.fmod.com/docs/2.03/unreal/user-guide.html#setting-up-your-project
It was not 100% clear that this feature is limited to the mentioned platforms. So is there a way to disable it for all platforms? In our Unity projects this was very easy.
Perhaps you could try muting the master submix to achieve this?
- Edit → Project Settings and search for “Master Submix”
- Double click on MasterSubmixDefault
- Set “Output Volume” to 0
With that, anything using the Unreal Audio system will be muted, and should feel buggy. You will still need to leave the Unreal Audio device disabled with those .ini changes for Playstation etc, but this should stop any stray audio clips getting through on all platforms and in-editor.
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