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UAudioComponent::FadeIn

function Engine Blueprint Since 4.0
#include "Components/AudioComponent.h"
Access: public Specifiers: virtualUFUNCTIONBlueprintCallable

Description

Starts the sound and ramps volume from 0 to FadeVolumeLevel over FadeInDuration seconds. Commonly used for ambient sounds and music intro transitions.

Signature

virtual void FadeIn(float FadeInDuration, float FadeVolumeLevel = 1.0f, float StartTime = 0.0f, const EAudioFaderCurve FadeCurve = EAudioFaderCurve::Linear)

Parameters

Name Type Description Default
FadeInDuration float Duration in seconds over which volume ramps from 0 to FadeVolumeLevel.
FadeVolumeLevel float Target volume as a fraction of the component's calculated volume (0.0–1.0). 1.0f
StartTime float Offset in seconds into the sound at which playback begins. 0.0f
FadeCurve EAudioFaderCurve Interpolation curve shape: Linear, Logarithmic, SCurve, or Sin. EAudioFaderCurve::Linear

Return Type

void

Caveats & Gotchas

  • FadeVolumeLevel is a multiplier on the component's already-calculated volume — it is not an absolute dB level.
  • Calling FadeIn on an already-playing sound restarts it from StartTime. To fade up from the current volume without restarting, use AdjustVolume() instead.
  • EAudioFaderCurve::Logarithmic feels more natural for music fades; Linear can sound abrupt at low volume levels.

Example

Fade in ambient music over 3 seconds C++
AmbientMusicComp->FadeIn(3.0f, 1.0f, 0.0f, EAudioFaderCurve::Logarithmic);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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