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

The behavior of audio playback is defined within Sound Cues. More...

Public Member Functions

Functions
void SetbOverrideAttenuation (bool Value)
 Indicates whether attenuation should use the Attenuation Overrides or the Attenuation Settings asset.
void SetbExcludeFromRandomNodeBranchCulling (bool Value)
 Ignore per-platform random node culling for memory purposes.
void SetbPrimeOnLoad (bool Value)
 Makes this sound cue automatically load any sound waves it can play into the cache when it is loaded.
Public Member Functions inherited from USoundBase
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 USoundBase
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Attenuation
FSoundAttenuationSettings AttenuationOverrides
 Attenuation settings to use if Override Attenuation is set to true.
Sound
float32 PitchMultiplier
 Base pitch multiplier.
float32 VolumeMultiplier
 Base volume multiplier.
USoundNode FirstNode
Voice Management|Priority
float32 SubtitlePriority
 The priority of the subtitle. Defaults to 10000. Higher values will play instead of lower values.
Public Attributes inherited from USoundBase
TArray< TObjectPtr< UAssetUserData > > AssetUserData
 Array of user data stored with the asset.
USoundAttenuation AttenuationSettings
 Attenuation settings package for the sound.
UAudioPropertiesSheetAssetBase AudioPropertiesSheet
UAudioPropertiesBindings AudioPropertiesBindings
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.
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.
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.
USoundClass SoundClassObject
 Sound class this sound belongs to.
EVirtualizationMode VirtualizationMode
 Virtualization behavior, determining if a sound may revive and how it continues playing when culled or evicted (limited to looping sounds).
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.
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 behavior of audio playback is defined within Sound Cues.

Member Function Documentation

◆ SetbExcludeFromRandomNodeBranchCulling()

void SetbExcludeFromRandomNodeBranchCulling ( bool Value)

Ignore per-platform random node culling for memory purposes.

◆ SetbOverrideAttenuation()

void SetbOverrideAttenuation ( bool Value)

Indicates whether attenuation should use the Attenuation Overrides or the Attenuation Settings asset.

◆ SetbPrimeOnLoad()

void SetbPrimeOnLoad ( bool Value)

Makes this sound cue automatically load any sound waves it can play into the cache when it is loaded.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AttenuationOverrides

FSoundAttenuationSettings AttenuationOverrides

Attenuation settings to use if Override Attenuation is set to true.

◆ FirstNode

USoundNode FirstNode

◆ PitchMultiplier

float32 PitchMultiplier

Base pitch multiplier.

◆ SubtitlePriority

float32 SubtitlePriority

The priority of the subtitle. Defaults to 10000. Higher values will play instead of lower values.

◆ VolumeMultiplier

float32 VolumeMultiplier

Base volume multiplier.