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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
The settings for attenuating.
| 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.
| bool GetbAttenuate | ( | ) | const |
Allows distance-based volume attenuation.
| bool GetbAttenuateWithLPF | ( | ) | const |
Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.
| bool GetbEnableFocusInterpolation | ( | ) | const |
Enables focus interpolation to smooth transition in and and of focus.
| bool GetbEnableListenerFocus | ( | ) | const |
Enable listener focus-based adjustments.
| bool GetbEnableLogFrequencyScaling | ( | ) | const |
Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).
| bool GetbEnableOcclusion | ( | ) | const |
Enables realtime occlusion tracing.
| bool GetbEnablePriorityAttenuation | ( | ) | const |
Enables attenuation of sound priority based off distance.
| bool GetbEnableReverbSend | ( | ) | const |
Enables adjusting reverb sends based on distance.
| bool GetbEnableSendToAudioLink | ( | ) | const |
Enables/Disables AudioLink on all sources using this attenuation.
| bool GetbEnableSourceDataOverride | ( | ) | const |
Enables overriding WaveInstance data using source data override plugin.
| bool GetbEnableSubmixSends | ( | ) | const |
Enables submix sends based on distance.
| bool GetbSpatialize | ( | ) | const |
Allows the source to be 3D spatialized.
| bool GetbUseComplexCollisionForOcclusion | ( | ) | const |
Enables tracing against complex collision when doing occlusion traces.
| FSoundAttenuationSettings & opAssign | ( | FSoundAttenuationSettings | Other | ) |
| 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.
| void SetbAttenuate | ( | bool | Value | ) |
Allows distance-based volume attenuation.
| void SetbAttenuateWithLPF | ( | bool | Value | ) |
Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.
| void SetbEnableFocusInterpolation | ( | bool | Value | ) |
Enables focus interpolation to smooth transition in and and of focus.
| void SetbEnableListenerFocus | ( | bool | Value | ) |
Enable listener focus-based adjustments.
| void SetbEnableLogFrequencyScaling | ( | bool | Value | ) |
Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).
| void SetbEnableOcclusion | ( | bool | Value | ) |
Enables realtime occlusion tracing.
| void SetbEnablePriorityAttenuation | ( | bool | Value | ) |
Enables attenuation of sound priority based off distance.
| void SetbEnableReverbSend | ( | bool | Value | ) |
Enables adjusting reverb sends based on distance.
| void SetbEnableSendToAudioLink | ( | bool | Value | ) |
Enables/Disables AudioLink on all sources using this attenuation.
| void SetbEnableSourceDataOverride | ( | bool | Value | ) |
Enables overriding WaveInstance data using source data override plugin.
| void SetbEnableSubmixSends | ( | bool | Value | ) |
Enables submix sends based on distance.
| void SetbSpatialize | ( | bool | Value | ) |
Allows the source to be 3D spatialized.
| void SetbUseComplexCollisionForOcclusion | ( | bool | Value | ) |
Enables tracing against complex collision when doing occlusion traces.
| EAirAbsorptionMethod AbsorptionMethod |
What method to use to map distance values to frequency absorption values.
| EAttenuationShape AttenuationShape |
The shape of the non-custom attenuation method.
| 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.
| UAudioLinkSettingsAbstract AudioLinkSettingsOverride |
AudioLink Setting Overrides.
| bool bApplyNormalizationToStereoSounds |
| bool bAttenuate |
| bool bAttenuateWithLPF |
| bool bEnableFocusInterpolation |
| bool bEnableListenerFocus |
| bool bEnableLogFrequencyScaling |
| bool bEnableOcclusion |
| bool bEnablePriorityAttenuation |
| bool bEnableReverbSend |
| bool bEnableSendToAudioLink |
| bool bEnableSourceDataOverride |
| bool bEnableSubmixSends |
| float32 BinauralRadius |
What min radius to use to swap to non-binaural audio when a sound starts playing.
| bool bSpatialize |
| bool bUseComplexCollisionForOcclusion |
| 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.
| float32 ConeSphereRadius |
An optional attenuation radius (sphere) that extends from the cone origin.
| FRuntimeFloatCurve CustomAttenuationCurve |
The custom volume attenuation curve to use.
| 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).
| 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 CustomPriorityAttenuationCurve |
The custom curve to use for distance-based priority attenuation.
| FRuntimeFloatCurve CustomReverbSendCurve |
The custom reverb send curve to use for distance-based send level.
| float32 dBAttenuationAtMax |
The attenuation volume at the falloff distance in decibels (Only for 'Natural Sound' Distance Algorithm).
| EAttenuationDistanceModel DistanceAlgorithm |
The type of attenuation as a function of distance to use.
| float32 FalloffDistance |
The distance over which volume attenuation occurs.
| * 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 FocusAttackInterpSpeed |
Scalar used to increase interpolation speed upwards to the target Focus value.
| 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 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 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 FocusReleaseInterpSpeed |
Scalar used to increase interpolation speed downwards to the target Focus value.
| float32 FocusVolumeAttenuation |
Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.
| 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 LPFFrequencyAtMin |
The range of the cutoff frequency (in Hz) of the lowpass absorption filter.
| 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 LPFRadiusMin |
The distance min range at which to apply an absorption LPF filter.
| float32 ManualPriorityAttenuation |
Static priority scalar to use (doesn't change as a function of distance).
| float32 ManualReverbSendLevel |
The manual master reverb send level to use. Doesn't change as a function of distance.
| 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 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 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.
| float32 NonFocusVolumeAttenuation |
Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.
| 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.
| ENonSpatializedRadiusSpeakerMapMode NonSpatializedRadiusMode |
Defines how to interpolate a 3D sound towards a 2D sound when using the non-spatialized radius start and end properties.
| 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).
| float32 OcclusionInterpolationTime |
The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is 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.
| 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.
| FSoundAttenuationPluginSettings PluginSettings |
Sound attenuation plugin settings to use with sounds that play with this attenuation setting.
| float32 PriorityAttenuationDistanceMax |
The max distance to attenuate priority.
| float32 PriorityAttenuationDistanceMin |
The min distance to attenuate priority.
| 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 PriorityAttenuationMin |
Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.
| float32 ReverbDistanceMax |
The max distance to send to the master reverb.
| float32 ReverbDistanceMin |
The min distance to send to the master reverb.
| EReverbSendMethod ReverbSendMethod |
What method to use to control master reverb sends.
| 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.
| 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.
| 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.
| TArray<FAttenuationSubmixSendSettings> SubmixSendSettings |
Set of submix send settings to use to send audio to submixes as a function of distance.