Audio Inspector Columns Reference
Customize which columns are visible via Editor Preferences → SweejTech → Audio Inspector.
You can also show or hide columns by right-clicking any column header.
Name
Shows: The name of the sound asset currently playing (not the runtime instance name)
Interaction: Double-click to open the sound in its editor
Distance
Shows: Distance in Unreal units from listener to sound source
Special Values: Shows "At Origin" for sounds at world coordinates (0,0,0)
Playback Time
Shows: How long the sound has been playing (in seconds)
Volume (dB)
Shows: The final volume applied to the sound — the result of all volume multipliers and attenuation
Visual Indicator: Color-coded based on the Volume Coloring Mode set in Editor Preferences
VU Meter mode:
- Green: below -12 dB
- Yellow: -12 dB to -6 dB
- Red: above -6 dB
Relevance mode:
- Grey: below -18 dB
- Blue: up to -12 dB
- Yellow: up to -6 dB
- Green: up to 0 dB
- White: above 0 dB
Amplitude (dB)
Shows: Live metered audio level of the sound signal
Measurement: Meter type (Peak, Mean Squared, or Root Mean Squared) is configured in Editor Preferences
Max Amplitude (dB)
Shows: Peak metered amplitude reached since the sound started playing
Use Case: Holds the highest value reached, useful for identifying the loudest moments in dynamic sounds
Sound Class
Shows: The sound class assigned to this sound
Interaction: Double-click to open Sound Class editor
Base Submix
Shows: The primary submix where the sound is routed
Interaction: Double-click to open Submix editor
Attenuation
Shows: The attenuation settings asset applied to the sound
Interaction: Double-click to open Attenuation editor
Occlusion Volume Attenuation
Shows: How much the volume is reduced due to occlusion (0-1 range)
Interpretation: Lower values mean more occlusion is being applied
Example: "1.0" (no occlusion), "0.6" (partial occlusion)
Occlusion LPF Frequency
Shows: Low-pass filter frequency applied due to occlusion (in Hz)
Interpretation: Lower values create a more muffled sound
Example: "20000" (no filtering), "5000" (moderate filtering)
Angle To Listener
Shows: The complete angle between sound source and listener (degrees)
Calculation: Combines both horizontal and vertical components
Example: "45.0", "180.0".
Azimuth
Shows: Horizontal-only angle component (degrees, -180 to 180)
Interpretation: 0° is directly ahead, ±180° is directly behind
Example: "90.0" (directly to right), "-45.0" (left-forward)
Elevation
Shows: Vertical angle component relative to listener (degrees)
Interpretation: 0° is level, 90° is directly above, -90° is directly below
Example: "30.0" (above), "-10.5" (below)
Priority
Shows: The priority value assigned to the sound
Use Case: Higher priority sounds are less likely to be culled when voice limits are reached\
Owner
Shows: The actor or component that triggered or owns the sound
Interaction: Double-click to select the owner in the level viewport
Example: "Character_Player_0", "BP_Explosion_2"
