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

Audio settings. More...

Public Member Functions

Functions
void SetbDisableMasterEQ (bool Value)
 Disables master EQ effect in the audio DSP graph.
void SetbAllowCenterChannel3DPanning (bool Value)
 Enables the surround sound spatialization calculations to include the center channel.
void SetbAllowPlayWhenSilent (bool Value)
 Allows sounds to play at 0 volume.

Static Public Member Functions

Static Functions
static UClass StaticClass ()

Public Attributes

Audio
int DefaultCompressionQuality
 The default compression quality (e.g. for new SoundWaves).
FSoftObjectPath DefaultMediaSoundClassName
 The SoundClass assigned to media player assets.
FSoftObjectPath DefaultSoundConcurrencyName
 The SoundConcurrency assigned to newly created sounds.
FSoftObjectPath DefaultBaseSoundMix
 The SoundMix to use as base when no other system has specified a Base SoundMix.
FSoftObjectPath VoiPSoundClass
 Sound class to be used for the VOIP audio component.
float32 GlobalMinPitchScale
 The value to use to clamp the min pitch scale.
float32 GlobalMaxPitchScale
 The value to use to clamp the max pitch scale.
int MaximumConcurrentStreams
 How many streaming sounds can be played at the same time (if more are played they will be sorted by priority).
EVoiceSampleRate VoiPSampleRate
 Sample rate used for voice over IP. VOIP audio is resampled to the application's sample rate on the receiver side.
EDefaultAudioCompressionType DefaultAudioCompressionType
 Default audio compression type to use for audio assets.
FSoftObjectPath DefaultSoundClassName
 The SoundClass assigned to newly created sounds.
uint NumStoppingSources
 The max number of sources to reserve for "stopping" sounds. A "stopping" sound applies a fast fade in the DSP render to prevent discontinuities when stopping sources.
Debug
TArray< FSoundDebugEntry > DebugSounds
 Sounds only packaged in non-shipped builds for debugging.
Dialogue
FString DialogueFilenameFormat
 The format string to use when generating the filename for contexts within dialogue waves. This must generate unique names for your project. Available format markers: {DialogueGuid} - The GUID of the dialogue wave. Guaranteed to be unique and stable against asset renames. {DialogueHash} - The hash of the dialogue wave. Not guaranteed to be unique or stable against asset renames, however may be unique enough if combined with the dialogue name. {DialogueName} - The name of the dialogue wave. Not guaranteed to be unique or stable against asset renames, however may be unique enough if combined with the dialogue hash. {ContextId} - The ID of the context. Guaranteed to be unique within its dialogue wave. Not guaranteed to be stable against changes to the context. {ContextIndex} - The index of the context within its parent dialogue wave. Guaranteed to be unique within its dialogue wave. Not guaranteed to be stable against contexts being removed.
Mix
FSoftObjectPath MasterSubmix
 The default submix through which all sounds are routed to. The root submix that outputs to audio hardware.
FSoftObjectPath EQSubmix
 The submix through which all sounds set to use legacy EQ system are routed.
FSoftObjectPath ReverbSubmix
 The submix through which all sounds set to use reverb are routed.
FSoftObjectPath BaseDefaultSubmix
 The default submix to use for implicit submix sends (i.e. if the base submix send is null or if a submix parent is null).
EMonoChannelUpmixMethod MonoChannelUpmixMethod
 The upmixing method for mono sound sources. Defines how mono channels are up-mixed to stereo channels.
TArray< FDefaultAudioBusSettings > DefaultAudioBuses
 Array of AudioBuses that are automatically initialized when the AudioEngine is initialized.
Panning
EPanningMethod PanningMethod
 The method to use when doing non-binaural or object-based panning.
Quality
TArray< FAudioQualitySettings > QualityLevels

Detailed Description

Audio settings.

Member Function Documentation

◆ SetbAllowCenterChannel3DPanning()

void SetbAllowCenterChannel3DPanning ( bool Value)

Enables the surround sound spatialization calculations to include the center channel.

◆ SetbAllowPlayWhenSilent()

void SetbAllowPlayWhenSilent ( bool Value)

Allows sounds to play at 0 volume.

◆ SetbDisableMasterEQ()

void SetbDisableMasterEQ ( bool Value)

Disables master EQ effect in the audio DSP graph.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ BaseDefaultSubmix

FSoftObjectPath BaseDefaultSubmix

The default submix to use for implicit submix sends (i.e. if the base submix send is null or if a submix parent is null).

◆ DebugSounds

TArray<FSoundDebugEntry> DebugSounds

Sounds only packaged in non-shipped builds for debugging.

◆ DefaultAudioBuses

TArray<FDefaultAudioBusSettings> DefaultAudioBuses

Array of AudioBuses that are automatically initialized when the AudioEngine is initialized.

◆ DefaultAudioCompressionType

EDefaultAudioCompressionType DefaultAudioCompressionType

Default audio compression type to use for audio assets.

◆ DefaultBaseSoundMix

FSoftObjectPath DefaultBaseSoundMix

The SoundMix to use as base when no other system has specified a Base SoundMix.

◆ DefaultCompressionQuality

int DefaultCompressionQuality

The default compression quality (e.g. for new SoundWaves).

◆ DefaultMediaSoundClassName

FSoftObjectPath DefaultMediaSoundClassName

The SoundClass assigned to media player assets.

◆ DefaultSoundClassName

FSoftObjectPath DefaultSoundClassName

The SoundClass assigned to newly created sounds.

◆ DefaultSoundConcurrencyName

FSoftObjectPath DefaultSoundConcurrencyName

The SoundConcurrency assigned to newly created sounds.

◆ DialogueFilenameFormat

FString DialogueFilenameFormat

The format string to use when generating the filename for contexts within dialogue waves. This must generate unique names for your project. Available format markers: {DialogueGuid} - The GUID of the dialogue wave. Guaranteed to be unique and stable against asset renames. {DialogueHash} - The hash of the dialogue wave. Not guaranteed to be unique or stable against asset renames, however may be unique enough if combined with the dialogue name. {DialogueName} - The name of the dialogue wave. Not guaranteed to be unique or stable against asset renames, however may be unique enough if combined with the dialogue hash. {ContextId} - The ID of the context. Guaranteed to be unique within its dialogue wave. Not guaranteed to be stable against changes to the context. {ContextIndex} - The index of the context within its parent dialogue wave. Guaranteed to be unique within its dialogue wave. Not guaranteed to be stable against contexts being removed.

◆ EQSubmix

FSoftObjectPath EQSubmix

The submix through which all sounds set to use legacy EQ system are routed.

◆ GlobalMaxPitchScale

float32 GlobalMaxPitchScale

The value to use to clamp the max pitch scale.

◆ GlobalMinPitchScale

float32 GlobalMinPitchScale

The value to use to clamp the min pitch scale.

◆ MasterSubmix

FSoftObjectPath MasterSubmix

The default submix through which all sounds are routed to. The root submix that outputs to audio hardware.

◆ MaximumConcurrentStreams

int MaximumConcurrentStreams

How many streaming sounds can be played at the same time (if more are played they will be sorted by priority).

◆ MonoChannelUpmixMethod

EMonoChannelUpmixMethod MonoChannelUpmixMethod

The upmixing method for mono sound sources. Defines how mono channels are up-mixed to stereo channels.

◆ NumStoppingSources

uint NumStoppingSources

The max number of sources to reserve for "stopping" sounds. A "stopping" sound applies a fast fade in the DSP render to prevent discontinuities when stopping sources.

◆ PanningMethod

EPanningMethod PanningMethod

The method to use when doing non-binaural or object-based panning.

◆ QualityLevels

TArray<FAudioQualitySettings> QualityLevels

◆ ReverbSubmix

FSoftObjectPath ReverbSubmix

The submix through which all sounds set to use reverb are routed.

◆ VoiPSampleRate

EVoiceSampleRate VoiPSampleRate

Sample rate used for voice over IP. VOIP audio is resampled to the application's sample rate on the receiver side.

◆ VoiPSoundClass

FSoftObjectPath VoiPSoundClass

Sound class to be used for the VOIP audio component.