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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: Current volume level in decibels
Visual Indicator: Can be color-coded using VU meter style:

  • Green: Normal levels (below -12dB)
  • Yellow: Hot signal (-12dB to -6dB)
  • Orange: Very hot (-6dB to 0dB)
  • Red: Clipping (0dB and above)

Amplitude (dB)

Shows: Current amplitude of the sound signal
Measurement: Controlled by project settings for meter type (Peak/RMS) and bus send type (Pre/Post Effect)

Max Amplitude (dB)

Shows: Peak amplitude reached since the sound started playing
Use Case: 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"