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

Public Member Functions

Functions
bool GetbIsMusic () const
 Whether or not this is music (propagates to child classes only if parent is true).
bool GetbApplyEffects () const
 Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds.
void SetbApplyEffects (bool Value)
 Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds.
bool GetbAlwaysPlay () const
 Whether to inflate referencing sound's priority to always play.
void SetbAlwaysPlay (bool Value)
 Whether to inflate referencing sound's priority to always play.
bool GetbIsUISound () const
 Whether or not this sound plays when the game is paused in the UI.
void SetbIsUISound (bool Value)
 Whether or not this sound plays when the game is paused in the UI.
FSoundClassProperties & opAssign (FSoundClassProperties Other)
void SetbIsMusic (bool Value)
 Whether or not this is music (propagates to child classes only if parent is true).
bool GetbCenterChannelOnly () const
 Whether or not this sound class forces sounds to the center channel.
void SetbCenterChannelOnly (bool Value)
 Whether or not this sound class forces sounds to the center channel.
bool GetbApplyAmbientVolumes () const
 Whether the Interior/Exterior volume and LPF modifiers should be applied.
void SetbApplyAmbientVolumes (bool Value)
 Whether the Interior/Exterior volume and LPF modifiers should be applied.
bool GetbReverb () const
 Whether or not sounds referencing this class send to the reverb submix.
void SetbReverb (bool Value)
 Whether or not sounds referencing this class send to the reverb submix.

Public Attributes

General
float32 Pitch
 Pitch multiplier.
float32 LowPassFilterFrequency
 Lowpass filter cutoff frequency.
float32 AttenuationDistanceScale
 Scales the distance measurement used by the audio engine when determining distance-based attenuation. E.g., a sound 1000 units away with an AttenuationDistanceScale of .5 will be attenuated as if it is 500 units away from the listener. Allows adjusting attenuation settings dynamically.
float32 Volume
 Volume multiplier.
Legacy
EAudioOutputTarget OutputTarget
 Which output target the sound should be played through.
float32 RadioFilterVolume
 Volume of the radio filter effect.
float32 RadioFilterVolumeThreshold
 Volume at which the radio filter kicks in.
Loading
FPerPlatformFloat SizeOfFirstAudioChunkInSeconds
 How much audio to add to First Audio Chunk (in seconds).
ESoundWaveLoadingBehavior LoadingBehavior
 Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.
Modulation
FSoundModulationDefaultSettings ModulationSettings
 Default modulation settings for sounds directly referencing this class.
Routing
float32 LFEBleed
 The amount of a sound to bleed to the LFE channel.
float32 VoiceCenterChannelVolume
 The amount to send to center channel (does not propagate to child classes).
Submix
float32 Default2DReverbSendAmount
 Send amount to master reverb effect for referencing unattenuated (2D) sounds.
USoundSubmix DefaultSubmix
 Default output submix of referencing sounds. If unset, falls back to the 'Master Submix' as set in the 'Audio' category of Project Settings. (Unavailable if legacy 'Output to Master EQ Submix' is set).
Variables
bool bAlwaysPlay
bool bIsUISound
bool bIsMusic
bool bCenterChannelOnly
bool bApplyAmbientVolumes
bool bReverb
bool bApplyEffects

Member Function Documentation

◆ GetbAlwaysPlay()

bool GetbAlwaysPlay ( ) const

Whether to inflate referencing sound's priority to always play.

◆ GetbApplyAmbientVolumes()

bool GetbApplyAmbientVolumes ( ) const

Whether the Interior/Exterior volume and LPF modifiers should be applied.

◆ GetbApplyEffects()

bool GetbApplyEffects ( ) const

Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds.

◆ GetbCenterChannelOnly()

bool GetbCenterChannelOnly ( ) const

Whether or not this sound class forces sounds to the center channel.

◆ GetbIsMusic()

bool GetbIsMusic ( ) const

Whether or not this is music (propagates to child classes only if parent is true).

◆ GetbIsUISound()

bool GetbIsUISound ( ) const

Whether or not this sound plays when the game is paused in the UI.

◆ GetbReverb()

bool GetbReverb ( ) const

Whether or not sounds referencing this class send to the reverb submix.

◆ opAssign()

◆ SetbAlwaysPlay()

void SetbAlwaysPlay ( bool Value)

Whether to inflate referencing sound's priority to always play.

◆ SetbApplyAmbientVolumes()

void SetbApplyAmbientVolumes ( bool Value)

Whether the Interior/Exterior volume and LPF modifiers should be applied.

◆ SetbApplyEffects()

void SetbApplyEffects ( bool Value)

Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds.

◆ SetbCenterChannelOnly()

void SetbCenterChannelOnly ( bool Value)

Whether or not this sound class forces sounds to the center channel.

◆ SetbIsMusic()

void SetbIsMusic ( bool Value)

Whether or not this is music (propagates to child classes only if parent is true).

◆ SetbIsUISound()

void SetbIsUISound ( bool Value)

Whether or not this sound plays when the game is paused in the UI.

◆ SetbReverb()

void SetbReverb ( bool Value)

Whether or not sounds referencing this class send to the reverb submix.

Member Data Documentation

◆ AttenuationDistanceScale

float32 AttenuationDistanceScale

Scales the distance measurement used by the audio engine when determining distance-based attenuation. E.g., a sound 1000 units away with an AttenuationDistanceScale of .5 will be attenuated as if it is 500 units away from the listener. Allows adjusting attenuation settings dynamically.

◆ bAlwaysPlay

bool bAlwaysPlay

◆ bApplyAmbientVolumes

bool bApplyAmbientVolumes

◆ bApplyEffects

bool bApplyEffects

◆ bCenterChannelOnly

bool bCenterChannelOnly

◆ bIsMusic

bool bIsMusic

◆ bIsUISound

bool bIsUISound

◆ bReverb

bool bReverb

◆ Default2DReverbSendAmount

float32 Default2DReverbSendAmount

Send amount to master reverb effect for referencing unattenuated (2D) sounds.

◆ DefaultSubmix

USoundSubmix DefaultSubmix

Default output submix of referencing sounds. If unset, falls back to the 'Master Submix' as set in the 'Audio' category of Project Settings. (Unavailable if legacy 'Output to Master EQ Submix' is set).

◆ LFEBleed

float32 LFEBleed

The amount of a sound to bleed to the LFE channel.

◆ LoadingBehavior

ESoundWaveLoadingBehavior LoadingBehavior

Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.

◆ LowPassFilterFrequency

float32 LowPassFilterFrequency

Lowpass filter cutoff frequency.

◆ ModulationSettings

FSoundModulationDefaultSettings ModulationSettings

Default modulation settings for sounds directly referencing this class.

◆ OutputTarget

EAudioOutputTarget OutputTarget

Which output target the sound should be played through.

◆ Pitch

float32 Pitch

Pitch multiplier.

◆ RadioFilterVolume

float32 RadioFilterVolume

Volume of the radio filter effect.

◆ RadioFilterVolumeThreshold

float32 RadioFilterVolumeThreshold

Volume at which the radio filter kicks in.

◆ SizeOfFirstAudioChunkInSeconds

FPerPlatformFloat SizeOfFirstAudioChunkInSeconds

How much audio to add to First Audio Chunk (in seconds).

◆ VoiceCenterChannelVolume

float32 VoiceCenterChannelVolume

The amount to send to center channel (does not propagate to child classes).

◆ Volume

float32 Volume

Volume multiplier.