| public | function | UGameplayStatics::AreSubtitlesEnabled | Returns whether subtitle rendering is currently enabled globally. |
| public | function | UGameplayStatics::SpawnSound2D | Spawns an audio component that plays a non-spatialized (2D) sound with no attenuation. |
| public | function | UGameplayStatics::SpawnSoundAtLocation | Spawns a spatialized audio component at a fixed world location and begins playback immediately. |
| public | function | UGameplayStatics::SpawnSoundAttached | Spawns a spatialized UAudioComponent attached to a scene component so it follows it through the world. |
| public | function | UGameplayStatics::ActivateReverbEffect | Applies a Reverb Effect globally without requiring an Audio Volume in the level. |
| public | function | UGameplayStatics::AreAnyListenersWithinRange | Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location. |
| public | function | UGameplayStatics::ClearSoundMixClassOverride | Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values. |
| public | function | UGameplayStatics::ClearSoundMixModifiers | Immediately removes all active Sound Mix Modifiers from the audio system regardless of their push counts. |
| public | function | UGameplayStatics::CreateSound2D | Creates a non-spatialized, non-attenuated UAudioComponent without immediately starting playback, useful when you need to configure the component before playing. |
| public | function | UGameplayStatics::DeactivateReverbEffect | Removes a manually activated Reverb Effect identified by its tag, fading it out using the fade time set on the effect asset. |
| public | function | UGameplayStatics::GetClosestListenerLocation | Finds the closest audio listener within MaximumRange of Location and writes its position to ListenerPosition. |
| public | function | UGameplayStatics::GetCurrentReverbEffect | Returns the highest-priority reverb effect currently active, whether it came from an Audio Volume or was activated manually. |
| public | function | UGameplayStatics::PlayDialogue2D | Plays a UDialogueWave at 2D (non-spatialized) volume, suitable for UI or cinematic dialogue where positional audio is not needed. |
| public | function | UGameplayStatics::PlayDialogueAtLocation | Plays a UDialogueWave at a fixed world location with spatialization and attenuation. |
| public | function | UGameplayStatics::PlaySound2D | Plays a non-spatialized (2D) sound that is not affected by the listener's position or orientation. |
| public | function | UGameplayStatics::PlaySoundAtLocation | Plays a one-shot sound at a world position with 3D attenuation. |
| public | function | UGameplayStatics::PopSoundMixModifier | Decrements the active count of a Sound Mix Modifier and deactivates it when the count reaches zero. |
| public | function | UGameplayStatics::PushSoundMixModifier | Activates a Sound Mix Modifier on the audio system, applying its volume and pitch adjustments to the Sound Classes it targets. |
| public | function | UGameplayStatics::SetBaseSoundMix | Sets the active base sound mix for the audio engine, applying the EQ and volume/pitch adjustments defined in the mix asset globally. |
| public | function | UGameplayStatics::SetGlobalPitchModulation | Globally scales the pitch of all non-UI sounds, interpolating from the current value over TimeSec seconds. |
| public | function | UGameplayStatics::SetSoundMixClassOverride | Adds or replaces a sound class adjuster in an active sound mix at runtime, allowing volume and pitch of an entire sound class to be changed dynamically with a smooth fade. |
| public | function | UGameplayStatics::SetSubtitlesEnabled | Globally enables or disables subtitle rendering for all dialogue and sound waves that carry subtitle data. |
| public | function | UGameplayStatics::SpawnDialogue2D | Creates and plays a 2D (non-spatialized) UAudioComponent for a UDialogueWave, returning the component for runtime control such as stopping or fading. |
| public | function | UGameplayStatics::SpawnDialogueAtLocation | Spawns a spatialized UAudioComponent for a UDialogueWave at a fixed world position, begins playback, and returns the component for runtime control. |
| public | function | UGameplayStatics::SpawnDialogueAttached | Spawns a UAudioComponent for a UDialogueWave attached to a scene component so the dialogue source follows the component through the world. |
| public | function | UGameplayStatics::GetActiveSpatialPluginName | Returns the name of the currently active audio spatialization plugin for the world's audio device. |
| public | function | UGameplayStatics::GetAvailableSpatialPluginNames | Returns the names of all audio spatialization plugins that are loaded and available in the current session. |
| public | function | UGameplayStatics::GetMaxAudioChannelCount | Returns the effective maximum number of concurrent audio voices after applying any active scale set by SetMaxAudioChannelsScaled. |
| public | function | UGameplayStatics::PrimeAllSoundsInSoundClass | Iterates all streaming sound waves belonging to the given sound class and caches their first audio chunk to reduce first-play hitches. |
| public | function | UGameplayStatics::PrimeSound | Pre-caches the first compressed audio chunk of a streaming sound to eliminate the hitch that occurs the first time it plays. |
| public | function | UGameplayStatics::SetActiveSpatialPluginByName | Switches the active audio spatialization plugin at runtime to the one identified by name. |
| public | function | UGameplayStatics::SetGlobalListenerFocusParameters | Sets global listener focus parameters that scale how the audio system distinguishes sounds in front of the listener ('focused') from those outside the focus cone ('non-focused'). |
| public | function | UGameplayStatics::SetMaxAudioChannelsScaled | Dynamically scales the maximum number of concurrent audio voices as a fraction of the engine's configured maximum. |
| public | function | UGameplayStatics::SetSoundClassDistanceScale | Scales the attenuation distance of all sounds belonging to a given SoundClass, optionally interpolating over time. |
| public | function | UGameplayStatics::UnRetainAllSoundsInSoundClass | Releases the retained streaming chunk handles for all sound waves in the given sound class, making those chunks eligible for eviction from the audio streaming cache. |