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

This Data Interface can be used to play one-shot audio effects driven by particle data. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UNiagaraDataInterface
static UClass StaticClass ()

Public Attributes

Audio
bool bLimitPlaysPerTick
USoundAttenuation Attenuation
 Optional sound attenuation setting to use.
USoundConcurrency Concurrency
 Optional sound concurrency setting to use.
bool bAllowLoopingOneShotSounds
 Playing looping sounds as persistent audio is not a problem, as the sound is stopped when a particle dies, but one-shot audio outlives the niagara system and can never be stopped.
USoundBase SoundToPlay
 Reference to the audio asset to play.
int MaxPlaysPerTick
 This sets the max number of sounds played each tick. If more particles try to play a sound in a given tick, then it will play sounds until the limit is reached and discard the rest. The particles to discard when over the limit are not chosen in a deterministic way.
bool bStopWhenComponentIsDestroyed
 If false then it the audio component keeps playing after the niagara component was destroyed. Looping sounds are always stopped when the component is destroyed.
bool bOnlyActiveDuringGameplay
 If true then this data interface only processes sounds during active gameplay. This is useful when you are working in the preview window and the sounds annoy you.
Parameters
FNiagaraUserParameterBinding ConfigurationUserParameter
 If bound to a valid user parameter object of type UNiagaraDataInterfaceAudioPlayerSettings, then configured settings like sound attenuation are set via the user parameter. This allows the sound settings to be dynamically changed via blueprint or C++. Only used by persistent audio, one-shot audio ignores this option.
TArray< FName > ParameterNames
 A set of parameter names that can be referenced via index when setting sound cue parameters on persistent audio.

Detailed Description

This Data Interface can be used to play one-shot audio effects driven by particle data.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ Attenuation

USoundAttenuation Attenuation

Optional sound attenuation setting to use.

◆ bAllowLoopingOneShotSounds

bool bAllowLoopingOneShotSounds

Playing looping sounds as persistent audio is not a problem, as the sound is stopped when a particle dies, but one-shot audio outlives the niagara system and can never be stopped.

◆ bLimitPlaysPerTick

bool bLimitPlaysPerTick

◆ bOnlyActiveDuringGameplay

bool bOnlyActiveDuringGameplay

If true then this data interface only processes sounds during active gameplay. This is useful when you are working in the preview window and the sounds annoy you.

◆ bStopWhenComponentIsDestroyed

bool bStopWhenComponentIsDestroyed

If false then it the audio component keeps playing after the niagara component was destroyed. Looping sounds are always stopped when the component is destroyed.

◆ Concurrency

USoundConcurrency Concurrency

Optional sound concurrency setting to use.

◆ ConfigurationUserParameter

FNiagaraUserParameterBinding ConfigurationUserParameter

If bound to a valid user parameter object of type UNiagaraDataInterfaceAudioPlayerSettings, then configured settings like sound attenuation are set via the user parameter. This allows the sound settings to be dynamically changed via blueprint or C++. Only used by persistent audio, one-shot audio ignores this option.

◆ MaxPlaysPerTick

int MaxPlaysPerTick

This sets the max number of sounds played each tick. If more particles try to play a sound in a given tick, then it will play sounds until the limit is reached and discard the rest. The particles to discard when over the limit are not chosen in a deterministic way.

◆ ParameterNames

TArray<FName> ParameterNames

A set of parameter names that can be referenced via index when setting sound cue parameters on persistent audio.

◆ SoundToPlay

USoundBase SoundToPlay

Reference to the audio asset to play.