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

The base class for a playable sound object. More...

Public Member Functions

Functions
void SetbEnableBaseSubmix (bool Value)
 If enabled, sound will route to the Master Submix by default or to the Base Submix if defined. If disabled, sound will route ONLY to the Submix Sends and/or Bus Sends.
bool GetbOverrideConcurrency () const
 Whether or not to override the sound concurrency object with local concurrency settings.
void SetbOverrideConcurrency (bool Value)
 Whether or not to override the sound concurrency object with local concurrency settings.
bool GetbEnableBusSends () const
 Whether or not to enable sending this audio's output to buses.
void SetbEnableBusSends (bool Value)
 Whether or not to enable sending this audio's output to buses.
void SetbDebug (bool Value)
 When "au.3dVisualize.Attenuation" has been specified, draw this sound's attenuation shape when the sound is audible. For debugging purposes only.
void SetbEnableSubmixSends (bool Value)
 Whether or not to enable Submix Sends other than the Base Submix.
bool GetbBypassVolumeScaleForPriority () const
 Bypass volume weighting priority upon evaluating whether sound should remain active when max channel count is met (See platform Audio Settings).
void SetbBypassVolumeScaleForPriority (bool Value)
 Bypass volume weighting priority upon evaluating whether sound should remain active when max channel count is met (See platform Audio Settings).
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 UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Advanced
TArray< TObjectPtr< UAssetUserData > > AssetUserData
 Array of user data stored with the asset.
Attenuation
USoundAttenuation AttenuationSettings
 Attenuation settings package for the sound.
AudioProperties
UAudioPropertiesSheetAssetBase AudioPropertiesSheet
UAudioPropertiesBindings AudioPropertiesBindings
Developer
float32 MaxDistance
 The max distance of the asset, as determined by attenuation settings.
float32 Duration
 Duration of sound in seconds.
float32 TotalSamples
 Total number of samples (in the thousands). Useful as a metric to analyze the relative size of a given sound asset in content browser.
Effects|Source
bool bEnableBusSends
 Whether or not to enable sending this audio's output to buses.
USoundEffectSourcePresetChain SourceEffectChain
 The source effect chain to use for this sound.
TArray< FSoundSourceBusSendInfo > PreEffectBusSends
 This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed.
TArray< FSoundSourceBusSendInfo > BusSends
 This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed.
Effects|Submix
USoundSubmixBase SoundSubmixObject
 Submix to route sound output to. If unset, falls back to referenced SoundClass submix. If SoundClass submix is unset, sends to the 'Master Submix' as set in the 'Audio' category of Project Settings'.
TArray< FSoundSubmixSendInfo > SoundSubmixSends
 Array of submix sends to which a prescribed amount (see 'Send Level') of this sound is sent.
Sound
USoundClass SoundClassObject
 Sound class this sound belongs to.
Voice Management
EVirtualizationMode VirtualizationMode
 Virtualization behavior, determining if a sound may revive and how it continues playing when culled or evicted (limited to looping sounds).
Voice Management|Concurrency
TSet< TObjectPtr< USoundConcurrency > > ConcurrencySet
 Set of concurrency settings to observe (if override is set to false). Sound must pass all concurrency settings to play.
bool bOverrideConcurrency
 Whether or not to override the sound concurrency object with local concurrency settings.
FSoundConcurrencySettings ConcurrencyOverrides
 If Override Concurrency is true, concurrency settings to use.
Voice Management|Priority
bool bBypassVolumeScaleForPriority
 Bypass volume weighting priority upon evaluating whether sound should remain active when max channel count is met (See platform Audio Settings).
float32 Priority
 Used to determine whether sound can play or remain active if channel limit is met, where higher value is higher priority (see platform's Audio Settings 'Max Channels' property). Unless bypassed, value is weighted with the final volume of the sound to produce final runtime priority value.
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

Detailed Description

The base class for a playable sound object.

Member Function Documentation

◆ GetbBypassVolumeScaleForPriority()

bool GetbBypassVolumeScaleForPriority ( ) const

Bypass volume weighting priority upon evaluating whether sound should remain active when max channel count is met (See platform Audio Settings).

◆ GetbEnableBusSends()

bool GetbEnableBusSends ( ) const

Whether or not to enable sending this audio's output to buses.

◆ GetbOverrideConcurrency()

bool GetbOverrideConcurrency ( ) const

Whether or not to override the sound concurrency object with local concurrency settings.

◆ SetbBypassVolumeScaleForPriority()

void SetbBypassVolumeScaleForPriority ( bool Value)

Bypass volume weighting priority upon evaluating whether sound should remain active when max channel count is met (See platform Audio Settings).

◆ SetbDebug()

void SetbDebug ( bool Value)

When "au.3dVisualize.Attenuation" has been specified, draw this sound's attenuation shape when the sound is audible. For debugging purposes only.

◆ SetbEnableBaseSubmix()

void SetbEnableBaseSubmix ( bool Value)

If enabled, sound will route to the Master Submix by default or to the Base Submix if defined. If disabled, sound will route ONLY to the Submix Sends and/or Bus Sends.

◆ SetbEnableBusSends()

void SetbEnableBusSends ( bool Value)

Whether or not to enable sending this audio's output to buses.

◆ SetbEnableSubmixSends()

void SetbEnableSubmixSends ( bool Value)

Whether or not to enable Submix Sends other than the Base Submix.

◆ SetbOverrideConcurrency()

void SetbOverrideConcurrency ( bool Value)

Whether or not to override the sound concurrency object with local concurrency settings.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AssetUserData

TArray<TObjectPtr<UAssetUserData> > AssetUserData

Array of user data stored with the asset.

◆ AttenuationSettings

USoundAttenuation AttenuationSettings

Attenuation settings package for the sound.

◆ AudioPropertiesBindings

UAudioPropertiesBindings AudioPropertiesBindings

◆ AudioPropertiesSheet

UAudioPropertiesSheetAssetBase AudioPropertiesSheet

◆ bBypassVolumeScaleForPriority

bool bBypassVolumeScaleForPriority

Bypass volume weighting priority upon evaluating whether sound should remain active when max channel count is met (See platform Audio Settings).

◆ bEnableBusSends

bool bEnableBusSends

Whether or not to enable sending this audio's output to buses.

◆ bOverrideConcurrency

bool bOverrideConcurrency

Whether or not to override the sound concurrency object with local concurrency settings.

◆ BusSends

This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed.

◆ ConcurrencyOverrides

FSoundConcurrencySettings ConcurrencyOverrides

If Override Concurrency is true, concurrency settings to use.

◆ ConcurrencySet

TSet<TObjectPtr<USoundConcurrency> > ConcurrencySet

Set of concurrency settings to observe (if override is set to false). Sound must pass all concurrency settings to play.

◆ Duration

float32 Duration

Duration of sound in seconds.

◆ MaxDistance

float32 MaxDistance

The max distance of the asset, as determined by attenuation settings.

◆ PreEffectBusSends

TArray<FSoundSourceBusSendInfo> PreEffectBusSends

This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed.

◆ Priority

float32 Priority

Used to determine whether sound can play or remain active if channel limit is met, where higher value is higher priority (see platform's Audio Settings 'Max Channels' property). Unless bypassed, value is weighted with the final volume of the sound to produce final runtime priority value.

◆ SoundClassObject

USoundClass SoundClassObject

Sound class this sound belongs to.

◆ SoundSubmixObject

USoundSubmixBase SoundSubmixObject

Submix to route sound output to. If unset, falls back to referenced SoundClass submix. If SoundClass submix is unset, sends to the 'Master Submix' as set in the 'Audio' category of Project Settings'.

◆ SoundSubmixSends

TArray<FSoundSubmixSendInfo> SoundSubmixSends

Array of submix sends to which a prescribed amount (see 'Send Level') of this sound is sent.

◆ SourceEffectChain

USoundEffectSourcePresetChain SourceEffectChain

The source effect chain to use for this sound.

◆ TotalSamples

float32 TotalSamples

Total number of samples (in the thousands). Useful as a metric to analyze the relative size of a given sound asset in content browser.

◆ VirtualizationMode

EVirtualizationMode VirtualizationMode

Virtualization behavior, determining if a sound may revive and how it continues playing when culled or evicted (limited to looping sounds).