G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UAudioComponent Class Reference

AudioComponent is used to play a Sound. More...

Public Member Functions

Audio|Parameter
void SetIntParameter (FName InName, int InInt)
 Sets a named Int32.
void SetBoolParameter (FName InName, bool InBool)
 Sets a named Boolean.
void SetFloatParameter (FName InName, float32 InFloat)
 Sets a named Float.
void SetWaveParameter (FName InName, USoundWave InWave)
 Sets the parameter matching the name indicated to the provided Wave. Provided for convenience/backward compatibility with SoundCues (The parameter interface supports any object and is up to the system querying it to determine whether it is a valid type).
Functions
void SetAttenuationSettings (USoundAttenuation InAttenuationSettings)
void SetOverrideAttenuation (bool bInOverrideAttenuation)
bool GetbOverrideAttenuation () const
 Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.
void SetbOverrideAttenuation (bool bInOverrideAttenuation)
 Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.
USoundBase GetSound () const
 The sound to be played.
bool GetbAllowSpatialization () const
 Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.
void SetbAllowSpatialization (bool Value)
 Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.
void SetAttenuationOverrides (FSoundAttenuationSettings InAttenuationOverrides)
bool GetbOverrideSubtitlePriority () const
 Whether or not to override the sound's subtitle priority.
void SetbOverrideSubtitlePriority (bool Value)
 Whether or not to override the sound's subtitle priority.
bool GetbIsUISound () const
 Whether or not this sound plays when the game is paused in the UI.
void SetbIsUISound (bool Value)
 Whether or not this sound plays when the game is paused in the UI.
bool GetbEnableLowPassFilter () const
 Whether or not to apply a low-pass filter to the sound that plays in this audio component.
void SetbEnableLowPassFilter (bool Value)
 Whether or not to apply a low-pass filter to the sound that plays in this audio component.
bool GetbOverridePriority () const
 Whether or not to override the priority of the given sound with the value provided.
void SetbOverridePriority (bool Value)
 Whether or not to override the priority of the given sound with the value provided.
bool GetbSuppressSubtitles () const
 If true, subtitles in the sound data will be ignored.
void SetbSuppressSubtitles (bool Value)
 If true, subtitles in the sound data will be ignored.
bool GetbCanPlayMultipleInstances () const
 If true, the Audio Component will play multiple sound instances at once. Switching sounds or calling play while already playing will not stop already active instances. Virtualization for all played sounds will be disabled. Disabling while sound(s) are playing will not take effect until the AudioComponent is stopped and restarted.
void SetbCanPlayMultipleInstances (bool Value)
 If true, the Audio Component will play multiple sound instances at once. Switching sounds or calling play while already playing will not stop already active instances. Virtualization for all played sounds will be disabled. Disabling while sound(s) are playing will not take effect until the AudioComponent is stopped and restarted.
bool GetbDisableParameterUpdatesWhilePlaying () const
 If true, the Audio Component will ignore parameter updates for already-playing sound(s).
void SetbDisableParameterUpdatesWhilePlaying (bool Value)
 If true, the Audio Component will ignore parameter updates for already-playing sound(s).
bool GetbAutoManageAttachment () const
 True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent's WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true. See: AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType.
void SetbAutoManageAttachment (bool Value)
 True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent's WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true. See: AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType.
const float32 & GetVolumeMultiplier () const
 A volume multiplier to apply to sounds generated by this component.
const float32 & GetPitchMultiplier () const
 A pitch multiplier to apply to sounds generated by this component.
const float32 & GetLowPassFilterFrequency () const
 If enabled, the frequency of the Lowpass Filter (in Hz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.
USoundAttenuation GetAttenuationSettings () const
 If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component.
const FSoundAttenuationSettings & GetAttenuationOverrides () const
 If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component.
const FSoundModulationDefaultRoutingSettings & GetModulationRouting () const
Public Member Functions inherited from USceneComponent
void SetHiddenInGame (bool NewHidden, bool bPropagateToChildren=false)
 Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay.
void SetRelativeLocation (FVector NewLocation)
bool GetShouldUpdatePhysicsVolume () const
 Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
USceneComponent GetChildComponentByClass (TSubclassOf< USceneComponent > ComponentClass)
void GetChildrenComponentsByClass (UClass ComponentClass, bool bIncludeAllDescendants, ?&OutChildren)
bool GetbShouldUpdatePhysicsVolume () const
 Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
void SetbShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume)
 Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
void AddLocalOffset (FVector DeltaLocation)
void AddLocalRotation (FRotator DeltaRotation)
void AddLocalRotation (FQuat DeltaRotation)
void AddLocalTransform (FTransform DeltaTransform)
void AddRelativeLocation (FVector DeltaLocation)
void AddRelativeRotation (FRotator DeltaRotation)
void AddRelativeRotation (FQuat DeltaRotation)
void AddWorldOffset (FVector DeltaLocation)
void AddWorldRotation (FRotator DeltaRotation)
void AddWorldRotation (FQuat DeltaRotation)
void AddWorldTransform (FTransform DeltaTransform)
void AttachToComponent (USceneComponent Parent, FName SocketName=NAME_None, EAttachmentRule AttachmentRule=EAttachmentRule ::SnapToTarget)
FBoxSphereBounds GetBounds () const
FQuat GetComponentQuat () const
FVector GetRelativeLocation () const
FRotator GetRelativeRotation () const
FVector GetRelativeScale3D () const
FVector GetShapeCenter () const
FQuat GetSocketQuaternion (FName SocketName)
bool IsAttachedTo (const USceneComponent CheckComponent) const
bool IsAttachedTo (const AActor CheckActor) const
void SetbVisualizeComponent (bool bVisualize)
void SetComponentQuat (FQuat NewRotation)
void SetShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume)
 Sets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
void SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation)
void SetRelativeLocationAndRotation (FVector NewLocation, FQuat NewRotation)
void SetRelativeRotation (FRotator NewRotation)
void SetRelativeRotation (FQuat NewRotation)
void SetRelativeTransform (FTransform NewTransform)
void SetWorldLocation (FVector NewLocation)
void SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation)
void SetWorldLocationAndRotation (FVector NewLocation, FQuat NewRotation)
void SetWorldRotation (FRotator NewRotation)
void SetWorldRotation (FQuat NewRotation)
void SetWorldTransform (FTransform NewTransform)
bool GetbAbsoluteLocation () const
 If RelativeLocation should be considered relative to the world, rather than the parent.
void SetbAbsoluteLocation (bool Value)
 If RelativeLocation should be considered relative to the world, rather than the parent.
bool GetbAbsoluteRotation () const
 If RelativeRotation should be considered relative to the world, rather than the parent.
void SetbAbsoluteRotation (bool Value)
 If RelativeRotation should be considered relative to the world, rather than the parent.
bool GetbAbsoluteScale () const
 If RelativeScale3D should be considered relative to the world, rather than the parent.
void SetbAbsoluteScale (bool Value)
 If RelativeScale3D should be considered relative to the world, rather than the parent.
bool GetbVisible () const
 Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
void SetbVisible (bool Value)
 Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
bool GetbHiddenInGame () const
 Whether to hide the primitive in game, if the primitive is Visible.
void SetbHiddenInGame (bool Value)
 Whether to hide the primitive in game, if the primitive is Visible.
bool GetbUseAttachParentBound () const
 If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
void SetbUseAttachParentBound (bool Value)
 If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
const EComponentMobility & GetMobility () const
 How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
void GetParentComponents (TArray< USceneComponent > &Parents) const
 Gets all attachment parent components up to and including the root component.
void GetChildrenComponents (bool bIncludeAllDescendants, TArray< USceneComponent > &Children) const
 Gets all components that are attached to this component, possibly recursively.
int GetNumChildrenComponents () const
 Gets the number of attached children components.
USceneComponent GetChildComponent (int ChildIndex) const
 Gets the attached child component at the specified location.
bool IsAnySimulatingPhysics () const
 Returns whether the specified body is currently using physics simulation.
bool IsSimulatingPhysics (FName BoneName=NAME_None) const
 Returns whether the specified body is currently using physics simulation.
APhysicsVolume GetPhysicsVolume () const
 Get the PhysicsVolume overlapping this component.
void SetVisibility (bool bNewVisibility, bool bPropagateToChildren=false)
 Set visibility of the component, if during game use this to turn on/off.
void ToggleVisibility (bool bPropagateToChildren=false)
 Toggle visibility of the component.
bool IsVisible () const
 Returns true if this component is visible in the current context.
TArray< FName > GetAllSocketNames () const
 Gets the names of all the sockets on the component.
USceneComponent GetAttachParent () const
 Get the SceneComponent we are attached to.
FTransform GetRelativeTransform () const
 Returns the transform of the component relative to its parent.
FVector GetRightVector () const
 Get the right (Y) unit direction vector from this component, in world space.
FVector GetForwardVector () const
 Get the forward (X) unit direction vector from this component, in world space.
FName GetAttachSocketName () const
 Get the socket we are attached to.
FVector GetComponentVelocity () const
 Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics.
FRotator GetSocketRotation (FName InSocketName) const
 Get world-space socket or bone FRotator rotation.
FTransform GetSocketTransform (FName InSocketName, ERelativeTransformSpace TransformSpace=ERelativeTransformSpace ::RTS_World) const
 Get world-space socket transform.
FVector GetUpVector () const
 Get the up (Z) unit direction vector from this component, in world space.
bool DoesSocketExist (FName InSocketName) const
 Return true if socket with the given name exists.
void DetachFromParent (bool bMaintainWorldPosition=false, bool bCallModify=true)
FVector GetSocketLocation (FName InSocketName) const
 Get world-space socket or bone location.
void AddLocalOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the location of the component in its local reference frame.
void AddLocalRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the rotation of the component in its local reference frame.
void AddLocalTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the transform of the component in its local reference frame. Scale is unchanged.
void AddRelativeLocation (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the translation of the component relative to its parent.
void AddRelativeRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta the rotation of the component relative to its parent.
void AddWorldOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the location of the component in world space.
void AddWorldRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the rotation of the component in world space.
void AddWorldTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the transform of the component in world space. Ignores scale and sets it to (1,1,1).
void AddWorldTransformKeepScale (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the transform of the component in world space. Scale is unchanged.
bool AttachTo (USceneComponent InParent, FName InSocketName=NAME_None, EAttachLocation AttachType=EAttachLocation ::KeepRelativeOffset, bool bWeldSimulatedBodies=true)
bool AttachToComponent (USceneComponent Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
 Attach this component to another scene component, optionally at a named socket. It is valid to call this on components whether or not they have been Registered.
void DetachFromComponent (EDetachmentRule LocationRule=EDetachmentRule ::KeepRelative, EDetachmentRule RotationRule=EDetachmentRule ::KeepRelative, EDetachmentRule ScaleRule=EDetachmentRule ::KeepRelative, bool bCallModify=true)
 Detach this component from whatever it is attached to. Automatically unwelds components that are welded together (see AttachToComponent), though note that some effects of welding may not be undone.
FVector GetWorldLocation () const
 Return location of the component, in world space.
FRotator GetWorldRotation () const
 Returns rotation of the component, in world space.
FVector GetWorldScale () const
 Returns scale of the component, in world space.
FTransform GetWorldTransform () const
 Get the current component-to-world transform for this component.
void SetRelativeLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the location of the component relative to its parent.
void SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the location and rotation of the component relative to its parent.
void SetRelativeRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the rotation of the component relative to its parent.
void SetRelativeTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the transform of the component relative to its parent.
void SetWorldLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Put this component at the specified location in world space. Updates relative location to achieve the final world location.
void SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the relative location and rotation of the component to put it at the supplied pose in world space.
void SetWorldRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Put this component at the specified rotation in world space. Updates relative rotation to achieve the final world rotation.
void SetWorldTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the transform of the component in world space.
void ResetRelativeTransform ()
 Reset the transform of the component relative to its parent. Sets relative location to zero, relative rotation to no rotation, and Scale to 1.
void SetAbsolute (bool bNewAbsoluteLocation=false, bool bNewAbsoluteRotation=false, bool bNewAbsoluteScale=false)
 Set which parts of the relative transform should be relative to parent, and which should be relative to world.
void SetWorldScale3D (FVector NewScale)
 Set the relative scale of the component to put it at the supplied scale in world space.
void SetMobility (EComponentMobility NewMobility)
 Set how often this component is allowed to move during runtime. Causes a component re-register if the component is already registered.
void SetRelativeScale3D (FVector NewScale3D)
 Set the non-uniform scale of the component relative to its parent.
Public Member Functions inherited from UActorComponent
void Tick (float32 DeltaSeconds)
 Event called every frame if tick is enabled.
EComponentCreationMethod GetComponentCreationMethod () const
void SetbIsEditorOnly (bool Value)
void EndPlay (EEndPlayReason EndPlayReason)
 Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
void BeginPlay ()
 Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
void MarkRenderStateDirty ()
bool HasBegunPlay () const
void SetbTickInEditor (bool Value)
bool IsVisualizationComponent () const
void SetIsVisualizationComponent (bool Value)
void AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds)
 Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
bool GetbReplicateUsingRegisteredSubObjectList () const
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
void SetbReplicateUsingRegisteredSubObjectList (bool Value)
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
bool GetbReplicates () const
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
void SetbReplicates (bool Value)
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
bool GetbAutoActivate () const
 Whether the component is activated at creation or must be explicitly activated.
void SetbAutoActivate (bool Value)
 Whether the component is activated at creation or must be explicitly activated.
void SetbEditableWhenInherited (bool Value)
 True if this component can be modified when it was inherited from a parent actor class.
void SetbCanEverAffectNavigation (bool Value)
 Whether this component can potentially influence navigation.
bool GetbIsEditorOnly () const
 If true, the component will be excluded from non-editor builds.
bool IsBeingDestroyed () const
 Returns whether the component is in the process of being destroyed.
void SetIsReplicated (bool ShouldReplicate)
 Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
void DestroyComponent (UObject Object)
 Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
bool ComponentHasTag (FName Tag) const
 See if this component contains the supplied tag.
AActor GetOwner () const
 Follow the Outer chain to get the AActor that 'Owns' this component.
void SetAutoActivate (bool bNewAutoActivate)
 Sets whether the component should be auto activate or not. Only safe during construction scripts.
bool IsActive () const
 Returns whether the component is active or not.
void ToggleActive ()
 Toggles the active state of the component.
void SetActive (bool bNewActive, bool bReset=false)
 Sets whether the component is active or not.
void Activate (bool bReset=false)
 Activates the SceneComponent, should be overridden by native child classes.
void Deactivate ()
 Deactivates the SceneComponent.
float32 GetComponentTickInterval () const
 Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
void AddTickPrerequisiteActor (AActor PrerequisiteActor)
 Make this component tick after PrerequisiteActor.
void AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent)
 Make this component tick after PrerequisiteComponent.
void RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent)
 Remove tick dependency on PrerequisiteComponent.
void SetTickableWhenPaused (bool bTickableWhenPaused)
 Sets whether this component can tick when paused.
bool IsComponentTickEnabled () const
 Returns whether this component has tick enabled or not.
void SetTickGroup (ETickingGroup NewTickGroup)
 Changes the ticking group for this component.
void RemoveTickPrerequisiteActor (AActor PrerequisiteActor)
 Remove tick dependency on PrerequisiteActor.
void SetComponentTickIntervalAndCooldown (float32 TickInterval)
 Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
void SetComponentTickInterval (float32 TickInterval)
 Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
void SetComponentTickEnabled (bool bEnabled)
 Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UAudioComponent Get (const AActor Actor, FName WithName=NAME_None)
static UAudioComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UAudioComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from USceneComponent
static USceneComponent Get (const AActor Actor, FName WithName=NAME_None)
static USceneComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static USceneComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UActorComponent
static UActorComponent Get (const AActor Actor, FName WithName=NAME_None)
static UActorComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UActorComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Analysis
int EnvelopeFollowerReleaseTime
 The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component.
int EnvelopeFollowerAttackTime
 The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component.
Attachment
EAttachmentRule AutoAttachScaleRule
 Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true. @see bAutoManageAttachment, EAttachmentRule.
bool bAutoManageAttachment
 True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent's WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true. @see AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType.
TWeakObjectPtr< USceneComponent > AutoAttachParent
 Component we automatically attach to when activated, if bAutoManageAttachment is true. If null during registration, we assign the existing AttachParent and defer attachment until we activate. @see bAutoManageAttachment.
EAttachmentRule AutoAttachLocationRule
 Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. @see bAutoManageAttachment, EAttachmentRule.
FName AutoAttachSocketName
 Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true. @see bAutoManageAttachment.
EAttachmentRule AutoAttachRotationRule
 Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true. @see bAutoManageAttachment, EAttachmentRule.
Attenuation
FSoundAttenuationSettings AttenuationOverrides
 If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component.
USoundAttenuation AttenuationSettings
 If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component.
bool bAllowSpatialization
 Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.
bool bOverrideAttenuation
 Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.
Concurrency
TSet< TObjectPtr< USoundConcurrency > > ConcurrencySet
 What sound concurrency rules to use for sounds generated by this audio component.
Modulation
const FSoundModulationDefaultRoutingSettings ModulationRouting
Parameters
TArray< FAudioParameter > DefaultParameters
 Array of parameters for this AudioComponent. Changes to this array directly will not be forwarded to the sound if the component is actively playing, and will be superseded by parameters set via the actor interface if set, or the instance parameters.
bool bDisableParameterUpdatesWhilePlaying
 If true, the Audio Component will ignore parameter updates for already-playing sound(s).
Randomization|Pitch
float32 PitchModulationMax
 The upper bound to use when randomly determining a pitch multiplier.
float32 PitchModulationMin
 The lower bound to use when randomly determining a pitch multiplier.
Randomization|Volume
float32 VolumeModulationMin
 The lower bound to use when randomly determining a volume multiplier.
float32 VolumeModulationMax
 The upper bound to use when randomly determining a volume multiplier.
Sound
USoundEffectSourcePresetChain SourceEffectChain
 The chain of Source Effects to apply to the sounds playing on the Audio Component.
bool bIsUISound
 Whether or not this sound plays when the game is paused in the UI.
float32 Priority
 If enabled, overrides the priority of the selected sound with the value provided.
USoundBase Sound
 The sound to be played.
bool bCanPlayMultipleInstances
 If true, the Audio Component will play multiple sound instances at once. Switching sounds or calling play while already playing will not stop already active instances. Virtualization for all played sounds will be disabled. Disabling while sound(s) are playing will not take effect until the AudioComponent is stopped and restarted.
float32 PitchMultiplier
 A pitch multiplier to apply to sounds generated by this component.
float32 LowPassFilterFrequency
 If enabled, the frequency of the Lowpass Filter (in Hz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.
bool bEnableLowPassFilter
 Whether or not to apply a low-pass filter to the sound that plays in this audio component.
bool bOverridePriority
 Whether or not to override the priority of the given sound with the value provided.
USoundClass SoundClassOverride
 SoundClass that overrides that set on the referenced SoundBase when component is played.
float32 VolumeMultiplier
 A volume multiplier to apply to sounds generated by this component.
Subtitles
bool bSuppressSubtitles
 If true, subtitles in the sound data will be ignored.
bool bOverrideSubtitlePriority
 Whether or not to override the sound's subtitle priority.
float32 SubtitlePriority
 Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.
Variables
FOnAudioPlayStateChanged OnAudioPlayStateChanged
 This function returns the Targeted Audio Component's current Play State. Playing, if the sound is currently playing. Stopped, if the sound is stopped. Paused, if the sound is currently playing, but paused. Fading In, if the sound is in the process of Fading In. Fading Out, if the sound is in the process of Fading Out.
FOnAudioVirtualizationChanged OnAudioVirtualizationChanged
 Called when virtualization state changes.
FOnAudioFinished OnAudioFinished
 Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early.
FOnAudioPlaybackPercent OnAudioPlaybackPercent
 Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. Computed as samples played divided by total samples, taking into account pitch. Not currently implemented on all platforms.
FOnAudioSingleEnvelopeValue OnAudioSingleEnvelopeValue
FOnAudioMultiEnvelopeValue OnAudioMultiEnvelopeValue
Public Attributes inherited from USceneComponent
EDetailMode DetailMode
 If detail mode is >= system detail mode, primitive won't be rendered.
EComponentMobility Mobility
 How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
FVector RelativeLocation
 Location of the component relative to its parent.
bool bAbsoluteRotation
 If RelativeRotation should be considered relative to the world, rather than the parent.
bool bAbsoluteLocation
 If RelativeLocation should be considered relative to the world, rather than the parent.
bool bAbsoluteScale
 If RelativeScale3D should be considered relative to the world, rather than the parent.
FRotator RelativeRotation
 Rotation of the component relative to its parent.
FVector RelativeScale3D
 Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc).
FVector WorldLocation
const FBoxSphereBounds Bounds
const USceneComponent AttachParent
 What we are currently attached to. If valid, RelativeLocation etc. are used relative to this object.
FRotator WorldRotation
const FVector ShapeCenter
FQuat ComponentQuat
bool ShouldUpdatePhysicsVolume
 Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
const APhysicsVolume PhysicsVolume
 Physics Volume in which this SceneComponent is located *.
const FVector ComponentVelocity
 Velocity of the component. @see GetComponentVelocity().
const FName AttachSocketName
 Optional socket name on AttachParent that we are attached to.
FTransform WorldTransform
const FVector WorldScale
const int NumChildrenComponents
 Gets the number of attached children components.
bool bShouldUpdatePhysicsVolume
 Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume().
FPhysicsVolumeChanged PhysicsVolumeChangedDelegate
 Delegate that will be called when PhysicsVolume has been changed *.
bool bUseAttachParentBound
 If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
bool bVisible
 Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
bool bHiddenInGame
 Whether to hide the primitive in game, if the primitive is Visible.
const FVector ForwardVector
 Get the forward (X) unit direction vector from this component, in world space.
const FVector UpVector
 Get the up (Z) unit direction vector from this component, in world space.
FTransform RelativeTransform
 Returns the transform of the component relative to its parent.
const FVector RightVector
 Get the right (Y) unit direction vector from this component, in world space.
const TArray< FName > AllSocketNames
 Gets the names of all the sockets on the component.
Public Attributes inherited from UActorComponent
bool bAutoActivate
 Whether the component is activated at creation or must be explicitly activated.
TArray< TObjectPtr< UAssetUserData > > AssetUserData
 Array of user data stored with the component.
TArray< TObjectPtr< UAssetUserData > > AssetUserDataEditorOnly
 Array of user data stored with the component.
bool bReplicates
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
FActorComponentTickFunction PrimaryComponentTick
 Main tick function for the Component.
bool bIsEditorOnly
 If true, the component will be excluded from non-editor builds.
bool bReplicateUsingRegisteredSubObjectList
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
TArray< FName > ComponentTags
 Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
const EComponentCreationMethod ComponentCreationMethod
const AActor Owner
 Follow the Outer chain to get the AActor that 'Owns' this component.
FActorComponentDeactivateSignature OnComponentDeactivated
 Called when the component has been deactivated.
FActorComponentActivatedSignature OnComponentActivated
 Called when the component has been activated, with parameter indicating if it was from a reset.
float32 ComponentTickInterval
 Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Audio|Components|Audio

const EAudioComponentPlayState PlayState
 Returns the enumerated play states of the audio component.
void SetUISound (bool bInUISound)
 Set whether sounds generated by this audio component should be considered UI sounds.
void AdjustVolume (float32 AdjustVolumeDuration, float32 AdjustVolumeLevel, EAudioFaderCurve FadeCurve=EAudioFaderCurve ::Linear)
 This function allows designers to trigger an adjustment to the sound instance’s playback Volume with options for smoothly applying a curve over time.
bool GetAttenuationSettingsToApply (FSoundAttenuationSettings &OutAttenuationSettings)
 Retrieves Attenuation Settings data on the targeted Audio Component. Returns FALSE if no settings were found. Because the Attenuation Settings data structure is copied, FALSE returns will return default values.
void FadeIn (float32 FadeInDuration, float32 FadeVolumeLevel=1.000000, float32 StartTime=0.000000, EAudioFaderCurve FadeCurve=EAudioFaderCurve ::Linear)
 This function allows designers to call Play on an Audio Component instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade, the curve shape, and the start time if seeking into the sound.
void FadeOut (float32 FadeOutDuration, float32 FadeVolumeLevel, EAudioFaderCurve FadeCurve=EAudioFaderCurve ::Linear)
 This function allows designers to call a delayed Stop on an Audio Component instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade and the curve shape.
bool GetCookedEnvelopeData (float32 &OutEnvelopeData)
 Retrieves Cooked Amplitude Envelope Data at the current playback time. If there are multiple SoundWaves playing, data is interpolated and averaged across all playing sound waves. Returns FALSE if no data was found.
bool GetCookedEnvelopeDataForAllPlayingSounds (TArray< FSoundWaveEnvelopeDataPerSound > &OutEnvelopeData)
 Retrieves the current-time amplitude envelope data of the sounds playing on the audio component. Envelope data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing.
bool GetCookedFFTData (TArray< float32 > FrequenciesToGet, TArray< FSoundWaveSpectralData > &OutSoundWaveSpectralData)
 Retrieves the current-time cooked spectral data of the sounds playing on the audio component. Spectral data is averaged and interpolated for all playing sounds on this audio component. Returns true if there is data and the audio component is playing.
bool GetCookedFFTDataForAllPlayingSounds (TArray< FSoundWaveSpectralDataPerSound > &OutSoundWaveSpectralData)
 Retrieves the current-time cooked spectral data of the sounds playing on the audio component. Spectral data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing.
TSet< USoundModulatorBase > GetModulators (EModulationDestination Destination)
 Gets the set of currently active modulators for a given Modulation Destination.
EAudioComponentPlayState GetPlayState () const
 Returns the enumerated play states of the audio component.
bool HasCookedAmplitudeEnvelopeData () const
 Queries whether or not the targeted Audio Component instance’s sound has Amplitude Envelope Data, returns FALSE if none found.
bool HasCookedFFTData () const
 Queries if the sound wave playing in this audio component has cooked FFT data, returns FALSE if none found.
bool IsPlaying () const
 Returns TRUE if the targeted Audio Component’s sound is playing. Doesn't indicate if the sound is paused or fading in/out. Use GetPlayState() to get the full play state.
bool IsVirtualized () const
 Returns if the sound is virtualized.
void Play (float32 StartTime=0.000000)
 Begins playing the targeted Audio Component's sound at the designated Start Time, seeking into a sound.
void PlayQuantized (UQuartzClockHandle &InClockHandle, FQuartzQuantizationBoundary &InQuantizationBoundary, FOnQuartzCommandEventBP InDelegate=FOnQuartzCommandEventBP(), float32 InStartTime=0.000000, float32 InFadeInDuration=0.000000, float32 InFadeVolumeLevel=1.000000, EAudioFaderCurve InFadeCurve=EAudioFaderCurve ::Linear)
 Start a sound playing on an audio component on a given quantization boundary with the handle to an existing clock.
void SetOutputToBusOnly (bool bInOutputToBusOnly)
 Sets whether or not to output the audio to bus only.
void StopDelayed (float32 DelayTime)
 Cues request to stop sound after the provided delay (in seconds), stopping immediately if delay is zero or negative.
void SetAudioBusSendPostEffect (UAudioBus AudioBus, float32 AudioBusSendLevel)
 Sets how much audio the sound should send to the given Audio Bus (POST Source Effects). if the Audio Bus Send doesn't already exist, it will be added to the overrides on the active sound.
void SetAudioBusSendPreEffect (UAudioBus AudioBus, float32 AudioBusSendLevel)
 Sets how much audio the sound should send to the given Audio Bus (PRE Source Effects). if the Bus Send doesn't already exist, it will be added to the overrides on the active sound.
void SetPaused (bool bPause)
 Pause an audio component playing its sound cue, issue any delegates if needed.
void SetPitchMultiplier (float32 NewPitchMultiplier)
 Set a new pitch multiplier.
void SetSubmixSend (USoundSubmixBase Submix, float32 SendLevel)
 Allows designers to target a specific Audio Component instance’s sound set the send level (volume of sound copied) to the indicated Submix.
void AdjustAttenuation (FSoundAttenuationSettings InAttenuationSettings)
 This function is used to modify the Attenuation Settings on the targeted Audio Component instance. It is worth noting that Attenuation Settings are only passed to new Active Sounds on start, so modified Attenuation data should be set before sound playback.
void SetLowPassFilterEnabled (bool InLowPassFilterEnabled)
 When set to TRUE, enables an additional Low Pass Filter Frequency to be calculated in with the sound instance’s LPF total, allowing designers to set filter settings for the targeted Audio Component’s sound instance.
void Stop ()
 Stop an audio component's sound, issue any delegates if needed.
void SetVolumeMultiplier (float32 NewVolumeMultiplier)
 Set a new volume multiplier.
void SetLowPassFilterFrequency (float32 InLowPassFilterFrequency)
 Sets a cutoff frequency, in Hz, for the targeted Audio Component’s sound’s Low Pass Filter calculation. The lowest cutoff frequency from all of the sound instance’s possible LPF calculations wins.
void SetModulationRouting (TSet< USoundModulatorBase > Modulators, EModulationDestination Destination, EModulationRouting RoutingMethod=EModulationRouting ::Inherit)
 Sets the routing for one of the given Audio component's Modulation Destinations.
void SetSound (USoundBase NewSound)
 Set what sound is played by this component.
void SetSourceBusSendPostEffect (USoundSourceBus SoundSourceBus, float32 SourceBusSendLevel)
 Allows designers to target a specific Audio Component instance’s sound and set the send level (volume of sound copied) to the indicated Source Bus. If the Source Bus is not already part of the sound’s sends, the reference will be added to this instance’s Override sends. This particular send occurs after the Source Effect processing chain.
void SetSourceBusSendPreEffect (USoundSourceBus SoundSourceBus, float32 SourceBusSendLevel)
 Allows designers to target a specific Audio Component instance’s sound and set the send level (volume of sound copied) to the indicated Source Bus. If the Source Bus is not already part of the sound’s sends, the reference will be added to this instance’s Override sends. This particular send occurs before the Source Effect processing chain.

Detailed Description

AudioComponent is used to play a Sound.

@see https://docs.unrealengine.com/WorkingWithAudio/Overview @see USoundBase

Member Function Documentation

◆ AdjustAttenuation()

void AdjustAttenuation ( FSoundAttenuationSettings InAttenuationSettings)

This function is used to modify the Attenuation Settings on the targeted Audio Component instance. It is worth noting that Attenuation Settings are only passed to new Active Sounds on start, so modified Attenuation data should be set before sound playback.

◆ AdjustVolume()

void AdjustVolume ( float32 AdjustVolumeDuration,
float32 AdjustVolumeLevel,
EAudioFaderCurve FadeCurve = EAudioFaderCurve :: Linear )

This function allows designers to trigger an adjustment to the sound instance’s playback Volume with options for smoothly applying a curve over time.

Parameters
AdjustVolumeDurationThe length of time in which to interpolate between the initial volume and the new volume.
AdjustVolumeLevelThe new volume to set the Audio Component to.
FadeCurveThe curve used when interpolating between the old and new volume.

◆ Create()

UAudioComponent Create ( AActor Actor,
FName WithName = NAME_None )
static

◆ FadeIn()

void FadeIn ( float32 FadeInDuration,
float32 FadeVolumeLevel = 1.000000,
float32 StartTime = 0.000000,
EAudioFaderCurve FadeCurve = EAudioFaderCurve :: Linear )

This function allows designers to call Play on an Audio Component instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade, the curve shape, and the start time if seeking into the sound.

Parameters
FadeInDurationHow long it should take to reach the FadeVolumeLevel
FadeVolumeLevelThe percentage of the AudioComponents's calculated volume to fade to
FadeCurveThe curve to use when interpolating between the old and new volume

◆ FadeOut()

void FadeOut ( float32 FadeOutDuration,
float32 FadeVolumeLevel,
EAudioFaderCurve FadeCurve = EAudioFaderCurve :: Linear )

This function allows designers to call a delayed Stop on an Audio Component instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade and the curve shape.

Parameters
FadeOutDurationhow long it should take to reach the FadeVolumeLevel
FadeVolumeLevelthe percentage of the AudioComponents's calculated volume in which to fade to
FadeCurveThe curve to use when interpolating between the old and new volume

◆ Get()

UAudioComponent Get ( const AActor Actor,
FName WithName = NAME_None )
static

◆ GetAttenuationOverrides()

const FSoundAttenuationSettings & GetAttenuationOverrides ( ) const

If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component.

◆ GetAttenuationSettings()

USoundAttenuation GetAttenuationSettings ( ) const

If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component.

◆ GetAttenuationSettingsToApply()

bool GetAttenuationSettingsToApply ( FSoundAttenuationSettings & OutAttenuationSettings)

Retrieves Attenuation Settings data on the targeted Audio Component. Returns FALSE if no settings were found. Because the Attenuation Settings data structure is copied, FALSE returns will return default values.

◆ GetbAllowSpatialization()

bool GetbAllowSpatialization ( ) const

Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.

◆ GetbAutoManageAttachment()

bool GetbAutoManageAttachment ( ) const

True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent's WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true. See: AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType.

◆ GetbCanPlayMultipleInstances()

bool GetbCanPlayMultipleInstances ( ) const

If true, the Audio Component will play multiple sound instances at once. Switching sounds or calling play while already playing will not stop already active instances. Virtualization for all played sounds will be disabled. Disabling while sound(s) are playing will not take effect until the AudioComponent is stopped and restarted.

◆ GetbDisableParameterUpdatesWhilePlaying()

bool GetbDisableParameterUpdatesWhilePlaying ( ) const

If true, the Audio Component will ignore parameter updates for already-playing sound(s).

◆ GetbEnableLowPassFilter()

bool GetbEnableLowPassFilter ( ) const

Whether or not to apply a low-pass filter to the sound that plays in this audio component.

◆ GetbIsUISound()

bool GetbIsUISound ( ) const

Whether or not this sound plays when the game is paused in the UI.

◆ GetbOverrideAttenuation()

bool GetbOverrideAttenuation ( ) const

Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.

◆ GetbOverridePriority()

bool GetbOverridePriority ( ) const

Whether or not to override the priority of the given sound with the value provided.

◆ GetbOverrideSubtitlePriority()

bool GetbOverrideSubtitlePriority ( ) const

Whether or not to override the sound's subtitle priority.

◆ GetbSuppressSubtitles()

bool GetbSuppressSubtitles ( ) const

If true, subtitles in the sound data will be ignored.

◆ GetCookedEnvelopeData()

bool GetCookedEnvelopeData ( float32 & OutEnvelopeData)

Retrieves Cooked Amplitude Envelope Data at the current playback time. If there are multiple SoundWaves playing, data is interpolated and averaged across all playing sound waves. Returns FALSE if no data was found.

◆ GetCookedEnvelopeDataForAllPlayingSounds()

bool GetCookedEnvelopeDataForAllPlayingSounds ( TArray< FSoundWaveEnvelopeDataPerSound > & OutEnvelopeData)

Retrieves the current-time amplitude envelope data of the sounds playing on the audio component. Envelope data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing.

◆ GetCookedFFTData()

bool GetCookedFFTData ( TArray< float32 > FrequenciesToGet,
TArray< FSoundWaveSpectralData > & OutSoundWaveSpectralData )

Retrieves the current-time cooked spectral data of the sounds playing on the audio component. Spectral data is averaged and interpolated for all playing sounds on this audio component. Returns true if there is data and the audio component is playing.

◆ GetCookedFFTDataForAllPlayingSounds()

bool GetCookedFFTDataForAllPlayingSounds ( TArray< FSoundWaveSpectralDataPerSound > & OutSoundWaveSpectralData)

Retrieves the current-time cooked spectral data of the sounds playing on the audio component. Spectral data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing.

◆ GetLowPassFilterFrequency()

const float32 & GetLowPassFilterFrequency ( ) const

If enabled, the frequency of the Lowpass Filter (in Hz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.

◆ GetModulationRouting()

const FSoundModulationDefaultRoutingSettings & GetModulationRouting ( ) const

◆ GetModulators()

TSet< USoundModulatorBase > GetModulators ( EModulationDestination Destination)

Gets the set of currently active modulators for a given Modulation Destination.

Parameters
DestinationThe Destination to retrieve the Modulators from.
Returns
The set of of Modulators applied to this component for the given Destination.

◆ GetOrCreate()

UAudioComponent GetOrCreate ( AActor Actor,
FName WithName = NAME_None )
static

◆ GetPitchMultiplier()

const float32 & GetPitchMultiplier ( ) const

A pitch multiplier to apply to sounds generated by this component.

◆ GetPlayState()

EAudioComponentPlayState GetPlayState ( ) const

Returns the enumerated play states of the audio component.

◆ GetSound()

USoundBase GetSound ( ) const

The sound to be played.

◆ GetVolumeMultiplier()

const float32 & GetVolumeMultiplier ( ) const

A volume multiplier to apply to sounds generated by this component.

◆ HasCookedAmplitudeEnvelopeData()

bool HasCookedAmplitudeEnvelopeData ( ) const

Queries whether or not the targeted Audio Component instance’s sound has Amplitude Envelope Data, returns FALSE if none found.

◆ HasCookedFFTData()

bool HasCookedFFTData ( ) const

Queries if the sound wave playing in this audio component has cooked FFT data, returns FALSE if none found.

◆ IsPlaying()

bool IsPlaying ( ) const

Returns TRUE if the targeted Audio Component’s sound is playing. Doesn't indicate if the sound is paused or fading in/out. Use GetPlayState() to get the full play state.

◆ IsVirtualized()

bool IsVirtualized ( ) const

Returns if the sound is virtualized.

◆ Play()

void Play ( float32 StartTime = 0.000000)

Begins playing the targeted Audio Component's sound at the designated Start Time, seeking into a sound.

Parameters
StartTimeThe offset, in seconds, to begin reading the sound at

◆ PlayQuantized()

void PlayQuantized ( UQuartzClockHandle & InClockHandle,
FQuartzQuantizationBoundary & InQuantizationBoundary,
FOnQuartzCommandEventBP InDelegate = FOnQuartzCommandEventBP ( ),
float32 InStartTime = 0.000000,
float32 InFadeInDuration = 0.000000,
float32 InFadeVolumeLevel = 1.000000,
EAudioFaderCurve InFadeCurve = EAudioFaderCurve :: Linear )

Start a sound playing on an audio component on a given quantization boundary with the handle to an existing clock.

◆ SetAttenuationOverrides()

void SetAttenuationOverrides ( FSoundAttenuationSettings InAttenuationOverrides)

◆ SetAttenuationSettings()

void SetAttenuationSettings ( USoundAttenuation InAttenuationSettings)

◆ SetAudioBusSendPostEffect()

void SetAudioBusSendPostEffect ( UAudioBus AudioBus,
float32 AudioBusSendLevel )

Sets how much audio the sound should send to the given Audio Bus (POST Source Effects). if the Audio Bus Send doesn't already exist, it will be added to the overrides on the active sound.

Parameters
AudioBusThe Bus to send the signal to
AudioBusSendLevelThe scalar used to alter the volume of the copied signal

◆ SetAudioBusSendPreEffect()

void SetAudioBusSendPreEffect ( UAudioBus AudioBus,
float32 AudioBusSendLevel )

Sets how much audio the sound should send to the given Audio Bus (PRE Source Effects). if the Bus Send doesn't already exist, it will be added to the overrides on the active sound.

Parameters
AudioBusThe Bus to send the signal to
AudioBusSendLevelThe scalar used to alter the volume of the copied signal

◆ SetbAllowSpatialization()

void SetbAllowSpatialization ( bool Value)

Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.

◆ SetbAutoManageAttachment()

void SetbAutoManageAttachment ( bool Value)

True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent's WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true. See: AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType.

◆ SetbCanPlayMultipleInstances()

void SetbCanPlayMultipleInstances ( bool Value)

If true, the Audio Component will play multiple sound instances at once. Switching sounds or calling play while already playing will not stop already active instances. Virtualization for all played sounds will be disabled. Disabling while sound(s) are playing will not take effect until the AudioComponent is stopped and restarted.

◆ SetbDisableParameterUpdatesWhilePlaying()

void SetbDisableParameterUpdatesWhilePlaying ( bool Value)

If true, the Audio Component will ignore parameter updates for already-playing sound(s).

◆ SetbEnableLowPassFilter()

void SetbEnableLowPassFilter ( bool Value)

Whether or not to apply a low-pass filter to the sound that plays in this audio component.

◆ SetbIsUISound()

void SetbIsUISound ( bool Value)

Whether or not this sound plays when the game is paused in the UI.

◆ SetBoolParameter()

void SetBoolParameter ( FName InName,
bool InBool )

Sets a named Boolean.

◆ SetbOverrideAttenuation()

void SetbOverrideAttenuation ( bool bInOverrideAttenuation)

Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.

◆ SetbOverridePriority()

void SetbOverridePriority ( bool Value)

Whether or not to override the priority of the given sound with the value provided.

◆ SetbOverrideSubtitlePriority()

void SetbOverrideSubtitlePriority ( bool Value)

Whether or not to override the sound's subtitle priority.

◆ SetbSuppressSubtitles()

void SetbSuppressSubtitles ( bool Value)

If true, subtitles in the sound data will be ignored.

◆ SetFloatParameter()

void SetFloatParameter ( FName InName,
float32 InFloat )

Sets a named Float.

◆ SetIntParameter()

void SetIntParameter ( FName InName,
int InInt )

Sets a named Int32.

◆ SetLowPassFilterEnabled()

void SetLowPassFilterEnabled ( bool InLowPassFilterEnabled)

When set to TRUE, enables an additional Low Pass Filter Frequency to be calculated in with the sound instance’s LPF total, allowing designers to set filter settings for the targeted Audio Component’s sound instance.

◆ SetLowPassFilterFrequency()

void SetLowPassFilterFrequency ( float32 InLowPassFilterFrequency)

Sets a cutoff frequency, in Hz, for the targeted Audio Component’s sound’s Low Pass Filter calculation. The lowest cutoff frequency from all of the sound instance’s possible LPF calculations wins.

◆ SetModulationRouting()

void SetModulationRouting ( TSet< USoundModulatorBase > Modulators,
EModulationDestination Destination,
EModulationRouting RoutingMethod = EModulationRouting :: Inherit )

Sets the routing for one of the given Audio component's Modulation Destinations.

Parameters
ModulatorsThe set of modulators to apply to the given destination on the component.
DestinationThe destination to assign the modulators to.
RoutingMethodThe routing method to use for the given modulator.

◆ SetOutputToBusOnly()

void SetOutputToBusOnly ( bool bInOutputToBusOnly)

Sets whether or not to output the audio to bus only.

◆ SetOverrideAttenuation()

void SetOverrideAttenuation ( bool bInOverrideAttenuation)

◆ SetPaused()

void SetPaused ( bool bPause)

Pause an audio component playing its sound cue, issue any delegates if needed.

◆ SetPitchMultiplier()

void SetPitchMultiplier ( float32 NewPitchMultiplier)

Set a new pitch multiplier.

◆ SetSound()

void SetSound ( USoundBase NewSound)

Set what sound is played by this component.

◆ SetSourceBusSendPostEffect()

void SetSourceBusSendPostEffect ( USoundSourceBus SoundSourceBus,
float32 SourceBusSendLevel )

Allows designers to target a specific Audio Component instance’s sound and set the send level (volume of sound copied) to the indicated Source Bus. If the Source Bus is not already part of the sound’s sends, the reference will be added to this instance’s Override sends. This particular send occurs after the Source Effect processing chain.

Parameters
SoundSourceBusThe Bus to send the signal to
SourceBusSendLevelThe scalar used to alter the volume of the copied signal

◆ SetSourceBusSendPreEffect()

void SetSourceBusSendPreEffect ( USoundSourceBus SoundSourceBus,
float32 SourceBusSendLevel )

Allows designers to target a specific Audio Component instance’s sound and set the send level (volume of sound copied) to the indicated Source Bus. If the Source Bus is not already part of the sound’s sends, the reference will be added to this instance’s Override sends. This particular send occurs before the Source Effect processing chain.

Parameters
SoundSourceBusThe Bus to send the signal to.
SourceBusSendLevelThe scalar used to alter the volume of the copied signal.

◆ SetSubmixSend()

void SetSubmixSend ( USoundSubmixBase Submix,
float32 SendLevel )

Allows designers to target a specific Audio Component instance’s sound set the send level (volume of sound copied) to the indicated Submix.

Parameters
SubmixThe Submix to send the signal to.
SendLevelThe scalar used to alter the volume of the copied signal.

◆ SetUISound()

void SetUISound ( bool bInUISound)

Set whether sounds generated by this audio component should be considered UI sounds.

◆ SetVolumeMultiplier()

void SetVolumeMultiplier ( float32 NewVolumeMultiplier)

Set a new volume multiplier.

◆ SetWaveParameter()

void SetWaveParameter ( FName InName,
USoundWave InWave )

Sets the parameter matching the name indicated to the provided Wave. Provided for convenience/backward compatibility with SoundCues (The parameter interface supports any object and is up to the system querying it to determine whether it is a valid type).

Parameters
InNameThe name of the parameter to assign the wave to.
InWaveThe wave value to set.

◆ StaticClass()

UClass StaticClass ( )
static

◆ Stop()

void Stop ( )

Stop an audio component's sound, issue any delegates if needed.

◆ StopDelayed()

void StopDelayed ( float32 DelayTime)

Cues request to stop sound after the provided delay (in seconds), stopping immediately if delay is zero or negative.

Member Data Documentation

◆ AttenuationOverrides

FSoundAttenuationSettings AttenuationOverrides

If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component.

◆ AttenuationSettings

USoundAttenuation AttenuationSettings

If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component.

◆ AutoAttachLocationRule

EAttachmentRule AutoAttachLocationRule

Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. @see bAutoManageAttachment, EAttachmentRule.

◆ AutoAttachParent

TWeakObjectPtr<USceneComponent> AutoAttachParent

Component we automatically attach to when activated, if bAutoManageAttachment is true. If null during registration, we assign the existing AttachParent and defer attachment until we activate. @see bAutoManageAttachment.

◆ AutoAttachRotationRule

EAttachmentRule AutoAttachRotationRule

Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true. @see bAutoManageAttachment, EAttachmentRule.

◆ AutoAttachScaleRule

EAttachmentRule AutoAttachScaleRule

Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true. @see bAutoManageAttachment, EAttachmentRule.

◆ AutoAttachSocketName

FName AutoAttachSocketName

Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true. @see bAutoManageAttachment.

◆ bAllowSpatialization

bool bAllowSpatialization

Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.

◆ bAutoManageAttachment

bool bAutoManageAttachment

True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent's WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true. @see AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType.

◆ bCanPlayMultipleInstances

bool bCanPlayMultipleInstances

If true, the Audio Component will play multiple sound instances at once. Switching sounds or calling play while already playing will not stop already active instances. Virtualization for all played sounds will be disabled. Disabling while sound(s) are playing will not take effect until the AudioComponent is stopped and restarted.

◆ bDisableParameterUpdatesWhilePlaying

bool bDisableParameterUpdatesWhilePlaying

If true, the Audio Component will ignore parameter updates for already-playing sound(s).

◆ bEnableLowPassFilter

bool bEnableLowPassFilter

Whether or not to apply a low-pass filter to the sound that plays in this audio component.

◆ bIsUISound

bool bIsUISound

Whether or not this sound plays when the game is paused in the UI.

◆ bOverrideAttenuation

bool bOverrideAttenuation

Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.

◆ bOverridePriority

bool bOverridePriority

Whether or not to override the priority of the given sound with the value provided.

◆ bOverrideSubtitlePriority

bool bOverrideSubtitlePriority

Whether or not to override the sound's subtitle priority.

◆ bSuppressSubtitles

bool bSuppressSubtitles

If true, subtitles in the sound data will be ignored.

◆ ConcurrencySet

TSet<TObjectPtr<USoundConcurrency> > ConcurrencySet

What sound concurrency rules to use for sounds generated by this audio component.

◆ DefaultParameters

TArray<FAudioParameter> DefaultParameters

Array of parameters for this AudioComponent. Changes to this array directly will not be forwarded to the sound if the component is actively playing, and will be superseded by parameters set via the actor interface if set, or the instance parameters.

◆ EnvelopeFollowerAttackTime

int EnvelopeFollowerAttackTime

The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component.

◆ EnvelopeFollowerReleaseTime

int EnvelopeFollowerReleaseTime

The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component.

◆ LowPassFilterFrequency

float32 LowPassFilterFrequency

If enabled, the frequency of the Lowpass Filter (in Hz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.

◆ ModulationRouting

const FSoundModulationDefaultRoutingSettings ModulationRouting

◆ OnAudioFinished

FOnAudioFinished OnAudioFinished

Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early.

◆ OnAudioMultiEnvelopeValue

FOnAudioMultiEnvelopeValue OnAudioMultiEnvelopeValue

◆ OnAudioPlaybackPercent

FOnAudioPlaybackPercent OnAudioPlaybackPercent

Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. Computed as samples played divided by total samples, taking into account pitch. Not currently implemented on all platforms.

◆ OnAudioPlayStateChanged

FOnAudioPlayStateChanged OnAudioPlayStateChanged

This function returns the Targeted Audio Component's current Play State. Playing, if the sound is currently playing. Stopped, if the sound is stopped. Paused, if the sound is currently playing, but paused. Fading In, if the sound is in the process of Fading In. Fading Out, if the sound is in the process of Fading Out.

◆ OnAudioSingleEnvelopeValue

FOnAudioSingleEnvelopeValue OnAudioSingleEnvelopeValue

◆ OnAudioVirtualizationChanged

FOnAudioVirtualizationChanged OnAudioVirtualizationChanged

Called when virtualization state changes.

◆ PitchModulationMax

float32 PitchModulationMax

The upper bound to use when randomly determining a pitch multiplier.

◆ PitchModulationMin

float32 PitchModulationMin

The lower bound to use when randomly determining a pitch multiplier.

◆ PitchMultiplier

float32 PitchMultiplier

A pitch multiplier to apply to sounds generated by this component.

◆ PlayState

const EAudioComponentPlayState PlayState

Returns the enumerated play states of the audio component.

◆ Priority

float32 Priority

If enabled, overrides the priority of the selected sound with the value provided.

◆ Sound

USoundBase Sound

The sound to be played.

◆ SoundClassOverride

USoundClass SoundClassOverride

SoundClass that overrides that set on the referenced SoundBase when component is played.

◆ SourceEffectChain

USoundEffectSourcePresetChain SourceEffectChain

The chain of Source Effects to apply to the sounds playing on the Audio Component.

◆ SubtitlePriority

float32 SubtitlePriority

Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.

◆ VolumeModulationMax

float32 VolumeModulationMax

The upper bound to use when randomly determining a volume multiplier.

◆ VolumeModulationMin

float32 VolumeModulationMin

The lower bound to use when randomly determining a volume multiplier.

◆ VolumeMultiplier

float32 VolumeMultiplier

A volume multiplier to apply to sounds generated by this component.