| public | function | UAudioComponent::IsPlaying | Returns true if this component's sound is currently active, including while paused or fading in/out. |
| public | function | UAudioComponent::SetPaused | Pauses or resumes the sound currently playing on this component without stopping and restarting it. |
| public | function | UAudioComponent::SetPitchMultiplier | Sets the component's PitchMultiplier property, applied instantly. |
| public | function | UAudioComponent::SetSound | Changes which USoundBase this component will play, replacing the current value of the Sound property. |
| public | function | UAudioComponent::SetVolumeMultiplier | Sets the component's VolumeMultiplier property, applied instantly with no interpolation. |
| public | function | UAudioComponent::AdjustAttenuation | Overrides this component's attenuation settings with a custom settings struct, bypassing any shared USoundAttenuation asset reference. |
| public | function | UAudioComponent::AdjustVolume | Smoothly ramps the sound instance's playback volume to a new level over a given duration, using the chosen fade curve. |
| public | function | UAudioComponent::FadeIn | Starts the sound and ramps volume from 0 to FadeVolumeLevel over FadeInDuration seconds. |
| public | function | UAudioComponent::FadeOut | Smoothly ramps the playing sound's volume down to FadeVolumeLevel over FadeOutDuration seconds. |
| public | function | UAudioComponent::GetPlayState | Returns the detailed play state of the audio component: Playing, Stopped, Paused, FadingIn, or FadingOut. |
| public | function | UAudioComponent::Play | Starts playing the component's assigned Sound asset from StartTime. |
| public | function | UAudioComponent::SetHighPassFilterEnabled | Enables or disables an additional High Pass Filter frequency contribution on this component, which factors into the sound instance's overall HPF calculation. |
| public | function | UAudioComponent::SetHighPassFilterFrequency | Sets the cutoff frequency, in Hz, used by this component's High Pass Filter contribution to the sound's overall HPF calculation. |
| public | function | UAudioComponent::SetLowPassFilterEnabled | Enables or disables an additional Low Pass Filter frequency contribution on this component, which factors into the sound instance's overall LPF calculation. |
| public | function | UAudioComponent::SetLowPassFilterFrequency | Sets the cutoff frequency, in Hz, used by this component's Low Pass Filter contribution to the sound's overall LPF calculation. |
| public | function | UAudioComponent::SetSourceEffectChain | Overrides the chain of source effect presets applied to sounds played by this component, replacing the value of the SourceEffectChain property. |
| public | function | UAudioComponent::SetUISound | Marks sounds generated by this component as UI sounds, which typically exempts them from 3D spatialization, world pausing, and gameplay volume ducking. |
| public | function | UAudioComponent::Stop | Immediately stops the sound playing on this component and fires OnAudioFinished. |
| public | function | UAudioComponent::StopDelayed | Requests that this component's sound stop after the given delay in seconds, stopping immediately if the delay is zero or negative. |
| public | function | UAudioComponent::AdjustVolumeInternal | Shared implementation behind AdjustVolume, FadeIn, and FadeOut that queues a volume interpolation on the component's active sound. |
| public | function | UAudioComponent::GetAudioDevice | Returns the audio device this component's sounds are being rendered through, implementing the ISoundParameterControllerInterface accessor. |
| public | function | UAudioComponent::GetCookedEnvelopeData | Retrieves the amplitude envelope value at the current playback time, averaged across all sound waves currently playing on the component. |
| public | function | UAudioComponent::GetCookedEnvelopeDataForAllPlayingSounds | Retrieves the current-time amplitude envelope value for each sound wave playing on the component individually, without averaging across sounds. |
| public | function | UAudioComponent::GetCookedFFTData | Retrieves cooked spectral (FFT) data at the current playback time for the requested frequencies. |
| public | function | UAudioComponent::GetCookedFFTDataForAllPlayingSounds | Retrieves cooked FFT spectral data separately for each sound wave currently playing on the component, without averaging across sounds. |
| public | function | UAudioComponent::GetLastPlayOrder | Returns a monotonically increasing counter recorded the last time this component started playing a sound, used internally to order concurrent sound instances. |
| public | function | UAudioComponent::GetSourceBufferListener | Returns the source buffer listener currently attached via SetSourceBufferListener(), or an empty shared pointer if none is set. |
| public | function | UAudioComponent::HasCookedAmplitudeEnvelopeData | Returns whether the sound wave currently playing on this component has baked (cooked) amplitude envelope data available, false if none was found. |
| public | function | UAudioComponent::HasCookedFFTData | Returns whether the sound wave currently playing on this component has baked (cooked) FFT spectral data available, as false if none was found. |
| public | function | UAudioComponent::IsVirtualized | Returns whether the sound currently playing on this component has been virtualized rather than actually audible. |
| public | function | UAudioComponent::PlaybackCompleted | Static callback invoked by the audio engine when an active sound tied to an audio component finishes playing or fails to start, used to look up the component by ID and forward completion handling such as broadcasting OnAudioFinished. |
| public | function | UAudioComponent::PlayQuantized | Starts this component's sound aligned to a Quartz clock's quantization boundary, such as the next bar or beat, instead of playing immediately. |
| public | function | UAudioComponent::PlayQueuedQuantizedInternal | Starts playback of a sound that was previously queued through Quartz for quantized (beat/bar-synced) playback, once its quantization boundary is reached. |
| public | function | UAudioComponent::SetAudioBusSendPostEffect | Sets the send level from this component's sound to an Audio Bus, tapping the signal after Source Effects have been applied. |
| public | function | UAudioComponent::SetAudioBusSendPreEffect | Sets the send level from this component's sound to an Audio Bus, tapping the signal before Source Effects are applied. |
| public | function | UAudioComponent::SetFadeInComplete | Marks the audio component as having finished its fade-in, used internally to update the component's reported play state from FadingIn to Playing. |
| public | function | UAudioComponent::SetIsVirtualized | Sets the internal flag tracking whether this component's sound has been virtualized by the audio engine's voice prioritization system. |
| public | function | UAudioComponent::SetOutputToBusOnly | When enabled, routes this component's audio exclusively through its configured bus sends and mutes its normal direct output entirely. |
| public | function | UAudioComponent::SetPlaybackTimes | Sets the audio-thread playback time per sound wave, used to synchronize baked FFT or envelope-follower analysis data with actual playback position. |
| public | function | UAudioComponent::SetSourceBufferListener | Attaches a low-level listener that receives this component's raw audio source buffers as they're rendered, for capture or analysis use cases like procedural visualization or recording. |
| public | function | UAudioComponent::SetSourceBusSendPostEffect | Sets the send level from this component's sound to a Source Bus, tapping the signal after the source's Source Effect chain has been applied. |
| public | function | UAudioComponent::SetSourceBusSendPreEffect | Sets the send level from this component's sound to a Source Bus, tapping the signal before the source's Source Effect chain is applied. |
| public | function | UAudioComponent::SetSubmixSend | Adds or updates a send from this component's sound to the given submix, copying the signal at the specified level in addition to its normal output routing. |