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UGameplayStatics::GetMaxAudioChannelCount

function Engine Blueprint Since 4.24
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Returns the effective maximum number of concurrent audio voices after applying any active scale set by SetMaxAudioChannelsScaled.

Caveats & Gotchas

  • Returns 0 on dedicated servers and other contexts where no audio device exists — guard against this if your code path can run outside a game client.
  • The returned count reflects the scaled limit, not the raw project setting; query both if you need the base value.

Signature

static ENGINE_API int32 GetMaxAudioChannelCount(const UObject* WorldContextObject);

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to resolve the current world.

Return Type

int32

Example

Log current max voice count C++
int32 MaxChannels = UGameplayStatics::GetMaxAudioChannelCount(this);
UE_LOG(LogAudio, Log, TEXT("Max audio channels: %d"), MaxChannels);

Version History

Introduced in: 4.24

Version Status Notes
5.6 stable

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