G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FSoundAttenuationSettings Struct Reference

The settings for attenuating. More...

Public Member Functions

Functions
void SetbUseComplexCollisionForOcclusion (bool Value)
 Enables tracing against complex collision when doing occlusion traces.
bool GetbAttenuate () const
 Allows distance-based volume attenuation.
void SetbAttenuate (bool Value)
 Allows distance-based volume attenuation.
bool GetbSpatialize () const
 Allows the source to be 3D spatialized.
void SetbSpatialize (bool Value)
 Allows the source to be 3D spatialized.
bool GetbAttenuateWithLPF () const
 Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.
void SetbAttenuateWithLPF (bool Value)
 Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.
bool GetbEnableListenerFocus () const
 Enable listener focus-based adjustments.
void SetbEnableListenerFocus (bool Value)
 Enable listener focus-based adjustments.
bool GetbEnableFocusInterpolation () const
 Enables focus interpolation to smooth transition in and and of focus.
void SetbEnableFocusInterpolation (bool Value)
 Enables focus interpolation to smooth transition in and and of focus.
bool GetbEnableOcclusion () const
 Enables realtime occlusion tracing.
void SetbEnableOcclusion (bool Value)
 Enables realtime occlusion tracing.
bool GetbUseComplexCollisionForOcclusion () const
 Enables tracing against complex collision when doing occlusion traces.
FSoundAttenuationSettings & opAssign (FSoundAttenuationSettings Other)
bool GetbEnableReverbSend () const
 Enables adjusting reverb sends based on distance.
void SetbEnableReverbSend (bool Value)
 Enables adjusting reverb sends based on distance.
bool GetbEnablePriorityAttenuation () const
 Enables attenuation of sound priority based off distance.
void SetbEnablePriorityAttenuation (bool Value)
 Enables attenuation of sound priority based off distance.
bool GetbApplyNormalizationToStereoSounds () const
 Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.
void SetbApplyNormalizationToStereoSounds (bool Value)
 Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.
bool GetbEnableLogFrequencyScaling () const
 Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).
void SetbEnableLogFrequencyScaling (bool Value)
 Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).
bool GetbEnableSubmixSends () const
 Enables submix sends based on distance.
void SetbEnableSubmixSends (bool Value)
 Enables submix sends based on distance.
bool GetbEnableSourceDataOverride () const
 Enables overriding WaveInstance data using source data override plugin.
void SetbEnableSourceDataOverride (bool Value)
 Enables overriding WaveInstance data using source data override plugin.
bool GetbEnableSendToAudioLink () const
 Enables/Disables AudioLink on all sources using this attenuation.
void SetbEnableSendToAudioLink (bool Value)
 Enables/Disables AudioLink on all sources using this attenuation.
Public Member Functions inherited from FBaseAttenuationSettings
FBaseAttenuationSettings & opAssign (FBaseAttenuationSettings Other)

Public Attributes

AttenuationAirAbsorption
float32 LPFRadiusMax
 The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values.
float32 LPFFrequencyAtMin
 The range of the cutoff frequency (in Hz) of the lowpass absorption filter.
FRuntimeFloatCurve CustomLowpassAirAbsorptionCurve
 The normalized custom curve to use for the air absorption lowpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis).
FRuntimeFloatCurve CustomHighpassAirAbsorptionCurve
 The normalized custom curve to use for the air absorption highpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis).
EAirAbsorptionMethod AbsorptionMethod
 What method to use to map distance values to frequency absorption values.
float32 HPFFrequencyAtMax
 The range of the cutoff frequency (in Hz) of the highpass absorption filter.
float32 HPFFrequencyAtMin
 The range of the cutoff frequency (in Hz) of the highpass absorption filter.
float32 LPFFrequencyAtMax
 The range of the cutoff frequency (in Hz) of the lowpass absorption filter.
float32 LPFRadiusMin
 The distance min range at which to apply an absorption LPF filter.
AttenuationAudioLink
UAudioLinkSettingsAbstract AudioLinkSettingsOverride
 AudioLink Setting Overrides.
AttenuationDistance
EAttenuationDistanceModel DistanceAlgorithm
 The type of attenuation as a function of distance to use.
float32 FalloffDistance
 The distance over which volume attenuation occurs.
float32 ConeOffset
 The distance back from the sound's origin to begin the cone when using the cone attenuation shape.
float32 ConeSphereFalloffDistance
 The distance over which volume attenuation occurs for the optional sphere shape.
FVector AttenuationShapeExtents
 The dimensions to use for the attenuation shape. Interpretation of the values differ per shape. Sphere - X is Sphere Radius. Y and Z are unused Capsule - X is Capsule Half Height, Y is Capsule Radius, Z is unused Box - X, Y, and Z are the Box's dimensions Cone - X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle.
FRuntimeFloatCurve CustomAttenuationCurve
 The custom volume attenuation curve to use.
float32 dBAttenuationAtMax
 The attenuation volume at the falloff distance in decibels (Only for 'Natural Sound' Distance Algorithm).
*ENaturalSoundFalloffMode FalloffMode
 Whether to continue attenuating, go silent, or hold last volume value when beyond falloff bounds and 'Attenuation At Max (dB)' is set to a value greater than -60dB. (Only for 'Natural Sound' Distance Algorithm).
EAttenuationShape AttenuationShape
 The shape of the non-custom attenuation method.
float32 ConeSphereRadius
 An optional attenuation radius (sphere) that extends from the cone origin.
AttenuationListenerFocus
float32 FocusDistanceScale
 Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.
float32 NonFocusDistanceScale
 Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.
float32 FocusPriorityScale
 Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.
float32 NonFocusAzimuth
 Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus.
float32 FocusAzimuth
 Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus.
float32 FocusVolumeAttenuation
 Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.
float32 NonFocusVolumeAttenuation
 Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.
float32 FocusAttackInterpSpeed
 Scalar used to increase interpolation speed upwards to the target Focus value.
float32 FocusReleaseInterpSpeed
 Scalar used to increase interpolation speed downwards to the target Focus value.
float32 NonFocusPriorityScale
 Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus.
AttenuationOcclusion
float32 OcclusionInterpolationTime
 The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.
ECollisionChannel OcclusionTraceChannel
 Which trace channel to use for audio occlusion checks.
float32 OcclusionVolumeAttenuation
 The amount of volume attenuation to apply to sounds which are occluded.
float32 OcclusionLowPassFilterFrequency
 The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter.
AttenuationPluginSettings
FSoundAttenuationPluginSettings PluginSettings
 Sound attenuation plugin settings to use with sounds that play with this attenuation setting.
AttenuationPriority
float32 PriorityAttenuationDistanceMin
 The min distance to attenuate priority.
float32 PriorityAttenuationMin
 Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.
float32 PriorityAttenuationMax
 Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.
EPriorityAttenuationMethod PriorityAttenuationMethod
 What method to use to control priority attenuation.
float32 PriorityAttenuationDistanceMax
 The max distance to attenuate priority.
float32 ManualPriorityAttenuation
 Static priority scalar to use (doesn't change as a function of distance).
FRuntimeFloatCurve CustomPriorityAttenuationCurve
 The custom curve to use for distance-based priority attenuation.
AttenuationReverbSend
float32 ManualReverbSendLevel
 The manual master reverb send level to use. Doesn't change as a function of distance.
float32 ReverbDistanceMin
 The min distance to send to the master reverb.
FRuntimeFloatCurve CustomReverbSendCurve
 The custom reverb send curve to use for distance-based send level.
float32 ReverbWetLevelMax
 The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.
EReverbSendMethod ReverbSendMethod
 What method to use to control master reverb sends.
float32 ReverbWetLevelMin
 The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.
float32 ReverbDistanceMax
 The max distance to send to the master reverb.
AttenuationSpatialization
float32 NonSpatializedRadiusStart
 The distance below which a sound begins to linearly interpolate towards being non-spatialized (2D). See "Non Spatialized Radius End" to define the end of the interpolation and the "Non Spatialized Radius Mode" for the mode of the interpolation. Note: this does not apply when using a 3rd party binaural plugin (audio will remain spatialized).
ESoundSpatializationAlgorithm SpatializationAlgorithm
 What method we use to spatialize the sound.
float32 StereoSpread
 The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.
ENonSpatializedRadiusSpeakerMapMode NonSpatializedRadiusMode
 Defines how to interpolate a 3D sound towards a 2D sound when using the non-spatialized radius start and end properties.
float32 NonSpatializedRadiusEnd
 The distance below which a sound is fully non-spatialized (2D). See "Non Spatialized Radius Start" to define the start of the interpolation and the "Non Spatialized Radius Mode" for the mode of the interpolation.
float32 BinauralRadius
 What min radius to use to swap to non-binaural audio when a sound starts playing.
AttenuationSubmixSend
TArray< FAttenuationSubmixSendSettings > SubmixSendSettings
 Set of submix send settings to use to send audio to submixes as a function of distance.
Variables
bool bSpatialize
bool bAttenuateWithLPF
bool bAttenuate
bool bEnableListenerFocus
bool bEnableFocusInterpolation
bool bEnableOcclusion
bool bUseComplexCollisionForOcclusion
bool bEnableReverbSend
bool bEnablePriorityAttenuation
bool bApplyNormalizationToStereoSounds
bool bEnableLogFrequencyScaling
bool bEnableSubmixSends
bool bEnableSourceDataOverride
bool bEnableSendToAudioLink
Public Attributes inherited from FBaseAttenuationSettings
float32 ConeOffset
 The distance back from the sound's origin to begin the cone when using the cone attenuation shape.
EAttenuationShape AttenuationShape
 The shape of the non-custom attenuation method.
*ENaturalSoundFalloffMode FalloffMode
 Whether to continue attenuating, go silent, or hold last volume value when beyond falloff bounds and 'Attenuation At Max (dB)' is set to a value greater than -60dB. (Only for 'Natural Sound' Distance Algorithm).
float32 dBAttenuationAtMax
 The attenuation volume at the falloff distance in decibels (Only for 'Natural Sound' Distance Algorithm).
FVector AttenuationShapeExtents
 The dimensions to use for the attenuation shape. Interpretation of the values differ per shape. Sphere - X is Sphere Radius. Y and Z are unused Capsule - X is Capsule Half Height, Y is Capsule Radius, Z is unused Box - X, Y, and Z are the Box's dimensions Cone - X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle.
EAttenuationDistanceModel DistanceAlgorithm
 The type of attenuation as a function of distance to use.
float32 FalloffDistance
 The distance over which volume attenuation occurs.
float32 ConeSphereRadius
 An optional attenuation radius (sphere) that extends from the cone origin.
float32 ConeSphereFalloffDistance
 The distance over which volume attenuation occurs for the optional sphere shape.
FRuntimeFloatCurve CustomAttenuationCurve
 The custom volume attenuation curve to use.

Detailed Description

The settings for attenuating.

Member Function Documentation

◆ GetbApplyNormalizationToStereoSounds()

bool GetbApplyNormalizationToStereoSounds ( ) const

Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.

◆ GetbAttenuate()

bool GetbAttenuate ( ) const

Allows distance-based volume attenuation.

◆ GetbAttenuateWithLPF()

bool GetbAttenuateWithLPF ( ) const

Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.

◆ GetbEnableFocusInterpolation()

bool GetbEnableFocusInterpolation ( ) const

Enables focus interpolation to smooth transition in and and of focus.

◆ GetbEnableListenerFocus()

bool GetbEnableListenerFocus ( ) const

Enable listener focus-based adjustments.

◆ GetbEnableLogFrequencyScaling()

bool GetbEnableLogFrequencyScaling ( ) const

Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).

◆ GetbEnableOcclusion()

bool GetbEnableOcclusion ( ) const

Enables realtime occlusion tracing.

◆ GetbEnablePriorityAttenuation()

bool GetbEnablePriorityAttenuation ( ) const

Enables attenuation of sound priority based off distance.

◆ GetbEnableReverbSend()

bool GetbEnableReverbSend ( ) const

Enables adjusting reverb sends based on distance.

◆ GetbEnableSendToAudioLink()

bool GetbEnableSendToAudioLink ( ) const

Enables/Disables AudioLink on all sources using this attenuation.

◆ GetbEnableSourceDataOverride()

bool GetbEnableSourceDataOverride ( ) const

Enables overriding WaveInstance data using source data override plugin.

◆ GetbEnableSubmixSends()

bool GetbEnableSubmixSends ( ) const

Enables submix sends based on distance.

◆ GetbSpatialize()

bool GetbSpatialize ( ) const

Allows the source to be 3D spatialized.

◆ GetbUseComplexCollisionForOcclusion()

bool GetbUseComplexCollisionForOcclusion ( ) const

Enables tracing against complex collision when doing occlusion traces.

◆ opAssign()

◆ SetbApplyNormalizationToStereoSounds()

void SetbApplyNormalizationToStereoSounds ( bool Value)

Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.

◆ SetbAttenuate()

void SetbAttenuate ( bool Value)

Allows distance-based volume attenuation.

◆ SetbAttenuateWithLPF()

void SetbAttenuateWithLPF ( bool Value)

Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.

◆ SetbEnableFocusInterpolation()

void SetbEnableFocusInterpolation ( bool Value)

Enables focus interpolation to smooth transition in and and of focus.

◆ SetbEnableListenerFocus()

void SetbEnableListenerFocus ( bool Value)

Enable listener focus-based adjustments.

◆ SetbEnableLogFrequencyScaling()

void SetbEnableLogFrequencyScaling ( bool Value)

Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).

◆ SetbEnableOcclusion()

void SetbEnableOcclusion ( bool Value)

Enables realtime occlusion tracing.

◆ SetbEnablePriorityAttenuation()

void SetbEnablePriorityAttenuation ( bool Value)

Enables attenuation of sound priority based off distance.

◆ SetbEnableReverbSend()

void SetbEnableReverbSend ( bool Value)

Enables adjusting reverb sends based on distance.

◆ SetbEnableSendToAudioLink()

void SetbEnableSendToAudioLink ( bool Value)

Enables/Disables AudioLink on all sources using this attenuation.

◆ SetbEnableSourceDataOverride()

void SetbEnableSourceDataOverride ( bool Value)

Enables overriding WaveInstance data using source data override plugin.

◆ SetbEnableSubmixSends()

void SetbEnableSubmixSends ( bool Value)

Enables submix sends based on distance.

◆ SetbSpatialize()

void SetbSpatialize ( bool Value)

Allows the source to be 3D spatialized.

◆ SetbUseComplexCollisionForOcclusion()

void SetbUseComplexCollisionForOcclusion ( bool Value)

Enables tracing against complex collision when doing occlusion traces.

Member Data Documentation

◆ AbsorptionMethod

EAirAbsorptionMethod AbsorptionMethod

What method to use to map distance values to frequency absorption values.

◆ AttenuationShape

EAttenuationShape AttenuationShape

The shape of the non-custom attenuation method.

◆ AttenuationShapeExtents

FVector AttenuationShapeExtents

The dimensions to use for the attenuation shape. Interpretation of the values differ per shape. Sphere - X is Sphere Radius. Y and Z are unused Capsule - X is Capsule Half Height, Y is Capsule Radius, Z is unused Box - X, Y, and Z are the Box's dimensions Cone - X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle.

◆ AudioLinkSettingsOverride

UAudioLinkSettingsAbstract AudioLinkSettingsOverride

AudioLink Setting Overrides.

◆ bApplyNormalizationToStereoSounds

bool bApplyNormalizationToStereoSounds

◆ bAttenuate

bool bAttenuate

◆ bAttenuateWithLPF

bool bAttenuateWithLPF

◆ bEnableFocusInterpolation

bool bEnableFocusInterpolation

◆ bEnableListenerFocus

bool bEnableListenerFocus

◆ bEnableLogFrequencyScaling

bool bEnableLogFrequencyScaling

◆ bEnableOcclusion

bool bEnableOcclusion

◆ bEnablePriorityAttenuation

bool bEnablePriorityAttenuation

◆ bEnableReverbSend

bool bEnableReverbSend

◆ bEnableSendToAudioLink

bool bEnableSendToAudioLink

◆ bEnableSourceDataOverride

bool bEnableSourceDataOverride

◆ bEnableSubmixSends

bool bEnableSubmixSends

◆ BinauralRadius

float32 BinauralRadius

What min radius to use to swap to non-binaural audio when a sound starts playing.

◆ bSpatialize

bool bSpatialize

◆ bUseComplexCollisionForOcclusion

bool bUseComplexCollisionForOcclusion

◆ ConeOffset

float32 ConeOffset

The distance back from the sound's origin to begin the cone when using the cone attenuation shape.

◆ ConeSphereFalloffDistance

float32 ConeSphereFalloffDistance

The distance over which volume attenuation occurs for the optional sphere shape.

◆ ConeSphereRadius

float32 ConeSphereRadius

An optional attenuation radius (sphere) that extends from the cone origin.

◆ CustomAttenuationCurve

FRuntimeFloatCurve CustomAttenuationCurve

The custom volume attenuation curve to use.

◆ CustomHighpassAirAbsorptionCurve

FRuntimeFloatCurve CustomHighpassAirAbsorptionCurve

The normalized custom curve to use for the air absorption highpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis).

◆ CustomLowpassAirAbsorptionCurve

FRuntimeFloatCurve CustomLowpassAirAbsorptionCurve

The normalized custom curve to use for the air absorption lowpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis).

◆ CustomPriorityAttenuationCurve

FRuntimeFloatCurve CustomPriorityAttenuationCurve

The custom curve to use for distance-based priority attenuation.

◆ CustomReverbSendCurve

FRuntimeFloatCurve CustomReverbSendCurve

The custom reverb send curve to use for distance-based send level.

◆ dBAttenuationAtMax

float32 dBAttenuationAtMax

The attenuation volume at the falloff distance in decibels (Only for 'Natural Sound' Distance Algorithm).

◆ DistanceAlgorithm

EAttenuationDistanceModel DistanceAlgorithm

The type of attenuation as a function of distance to use.

◆ FalloffDistance

float32 FalloffDistance

The distance over which volume attenuation occurs.

◆ FalloffMode

* ENaturalSoundFalloffMode FalloffMode

Whether to continue attenuating, go silent, or hold last volume value when beyond falloff bounds and 'Attenuation At Max (dB)' is set to a value greater than -60dB. (Only for 'Natural Sound' Distance Algorithm).

◆ FocusAttackInterpSpeed

float32 FocusAttackInterpSpeed

Scalar used to increase interpolation speed upwards to the target Focus value.

◆ FocusAzimuth

float32 FocusAzimuth

Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus.

◆ FocusDistanceScale

float32 FocusDistanceScale

Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

◆ FocusPriorityScale

float32 FocusPriorityScale

Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.

◆ FocusReleaseInterpSpeed

float32 FocusReleaseInterpSpeed

Scalar used to increase interpolation speed downwards to the target Focus value.

◆ FocusVolumeAttenuation

float32 FocusVolumeAttenuation

Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.

◆ HPFFrequencyAtMax

float32 HPFFrequencyAtMax

The range of the cutoff frequency (in Hz) of the highpass absorption filter.

◆ HPFFrequencyAtMin

float32 HPFFrequencyAtMin

The range of the cutoff frequency (in Hz) of the highpass absorption filter.

◆ LPFFrequencyAtMax

float32 LPFFrequencyAtMax

The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

◆ LPFFrequencyAtMin

float32 LPFFrequencyAtMin

The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

◆ LPFRadiusMax

float32 LPFRadiusMax

The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values.

◆ LPFRadiusMin

float32 LPFRadiusMin

The distance min range at which to apply an absorption LPF filter.

◆ ManualPriorityAttenuation

float32 ManualPriorityAttenuation

Static priority scalar to use (doesn't change as a function of distance).

◆ ManualReverbSendLevel

float32 ManualReverbSendLevel

The manual master reverb send level to use. Doesn't change as a function of distance.

◆ NonFocusAzimuth

float32 NonFocusAzimuth

Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus.

◆ NonFocusDistanceScale

float32 NonFocusDistanceScale

Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

◆ NonFocusPriorityScale

float32 NonFocusPriorityScale

Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus.

◆ NonFocusVolumeAttenuation

float32 NonFocusVolumeAttenuation

Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.

◆ NonSpatializedRadiusEnd

float32 NonSpatializedRadiusEnd

The distance below which a sound is fully non-spatialized (2D). See "Non Spatialized Radius Start" to define the start of the interpolation and the "Non Spatialized Radius Mode" for the mode of the interpolation.

◆ NonSpatializedRadiusMode

ENonSpatializedRadiusSpeakerMapMode NonSpatializedRadiusMode

Defines how to interpolate a 3D sound towards a 2D sound when using the non-spatialized radius start and end properties.

◆ NonSpatializedRadiusStart

float32 NonSpatializedRadiusStart

The distance below which a sound begins to linearly interpolate towards being non-spatialized (2D). See "Non Spatialized Radius End" to define the end of the interpolation and the "Non Spatialized Radius Mode" for the mode of the interpolation. Note: this does not apply when using a 3rd party binaural plugin (audio will remain spatialized).

◆ OcclusionInterpolationTime

float32 OcclusionInterpolationTime

The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.

◆ OcclusionLowPassFilterFrequency

float32 OcclusionLowPassFilterFrequency

The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter.

◆ OcclusionTraceChannel

ECollisionChannel OcclusionTraceChannel

Which trace channel to use for audio occlusion checks.

◆ OcclusionVolumeAttenuation

float32 OcclusionVolumeAttenuation

The amount of volume attenuation to apply to sounds which are occluded.

◆ PluginSettings

Sound attenuation plugin settings to use with sounds that play with this attenuation setting.

◆ PriorityAttenuationDistanceMax

float32 PriorityAttenuationDistanceMax

The max distance to attenuate priority.

◆ PriorityAttenuationDistanceMin

float32 PriorityAttenuationDistanceMin

The min distance to attenuate priority.

◆ PriorityAttenuationMax

float32 PriorityAttenuationMax

Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.

◆ PriorityAttenuationMethod

EPriorityAttenuationMethod PriorityAttenuationMethod

What method to use to control priority attenuation.

◆ PriorityAttenuationMin

float32 PriorityAttenuationMin

Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.

◆ ReverbDistanceMax

float32 ReverbDistanceMax

The max distance to send to the master reverb.

◆ ReverbDistanceMin

float32 ReverbDistanceMin

The min distance to send to the master reverb.

◆ ReverbSendMethod

EReverbSendMethod ReverbSendMethod

What method to use to control master reverb sends.

◆ ReverbWetLevelMax

float32 ReverbWetLevelMax

The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.

◆ ReverbWetLevelMin

float32 ReverbWetLevelMin

The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.

◆ SpatializationAlgorithm

ESoundSpatializationAlgorithm SpatializationAlgorithm

What method we use to spatialize the sound.

◆ StereoSpread

float32 StereoSpread

The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.

◆ SubmixSendSettings

Set of submix send settings to use to send audio to submixes as a function of distance.