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UGameplayStatics::SetMaxAudioChannelsScaled

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

Description

Dynamically scales the maximum number of concurrent audio voices as a fraction of the engine's configured maximum. Use this to reduce audio overhead on low-end hardware or during CPU-intensive sequences.

Caveats & Gotchas

  • Reducing the scale mid-session will immediately evict the lowest-priority active voices; sounds already playing may be cut off without a fade.
  • The scale persists for the session; it is not reset automatically between levels. Restore to 1.0 explicitly if you raised the limit temporarily.

Signature

static ENGINE_API void SetMaxAudioChannelsScaled(const UObject* WorldContextObject, float MaxChannelCountScale);

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to resolve the current world.
MaxChannelCountScale float Fractional scale applied to the project's configured max voice count. 1.0 = full, 0.5 = half.

Return Type

void

Example

Halve voice count during a cutscene C++
// During a CPU-heavy cinematic, reduce audio voices to 50% to save resources.
UGameplayStatics::SetMaxAudioChannelsScaled(this, 0.5f);
// ... cinematic ends ...
UGameplayStatics::SetMaxAudioChannelsScaled(this, 1.0f);

Version History

Introduced in: 4.24

Version Status Notes
5.6 stable

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