RealDocs

UAudioComponent::IsVirtualized

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

Description

Returns whether the sound currently playing on this component has been virtualized rather than actually audible. Virtualization happens when the audio engine culls a low-priority sound to save voice channels while continuing to track its playback position.

Caveats & Gotchas

  • A virtualized sound is still considered 'playing' by IsPlaying() — check IsVirtualized() separately if you need to distinguish audible playback from silent tracking.
  • Virtualization behaviour depends on the platform's max channel count and the sound's concurrency/priority settings, so the same Play() call may or may not virtualize depending on runtime conditions.
  • Returns false if nothing is currently playing on the component.

Signature

bool IsVirtualized() const

Return Type

bool

Example

Skip visual effects for virtualized sounds C++
if (AudioComponent->IsPlaying() && !AudioComponent->IsVirtualized())
{
    // Only trigger visualizer/VFX when the sound is actually audible
    PlayAudioReactiveEffect();
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.