UAudioComponent::SourceEffectChain
#include "Components/AudioComponent.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite
Description
The chain of source effect presets applied to sounds playing on this component, processed before spatialization and submix routing.
Caveats & Gotchas
- • Assigning a new asset here directly doesn't affect a sound that's already playing; call SetSourceEffectChain() to swap the chain on an active voice.
- • Source effects run per-voice on the CPU before the signal reaches submixes, so a heavy chain applied to many simultaneously playing AudioComponents can add up in cost.
Signature
TObjectPtr<USoundEffectSourcePresetChain> SourceEffectChain Example
Apply a radio-voice effect chain C++
UPROPERTY(EditDefaultsOnly, Category = Audio)
USoundEffectSourcePresetChain* RadioVoiceChain;
void AMyCharacter::ApplyRadioFilter()
{
VoiceAudio->SetSourceEffectChain(RadioVoiceChain);
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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