RealDocs

UGameplayStatics::ClearSoundMixClassOverride

function Engine Blueprint Since 4.11
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values. Use this to undo targeted dynamic audio adjustments without discarding the rest of the mix.

Caveats & Gotchas

  • The mix must still be active (pushed onto the audio system) for the fade-out to be audible; clearing an override on an inactive mix has no effect.
  • If FadeOutTime is 0 the transition is instantaneous and may cause an audible pop, especially on sustained sounds.

Signature

static ENGINE_API void ClearSoundMixClassOverride(const UObject* WorldContextObject, class USoundMix* InSoundMixModifier, class USoundClass* InSoundClass, float FadeOutTime = 1.0f);

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to resolve the current world.
InSoundMixModifier class USoundMix* The Sound Mix asset whose class adjuster should be cleared.
InSoundClass class USoundClass* The Sound Class whose override should be removed from the mix.
FadeOutTime float Seconds to interpolate from the override values back to base values. 1.0f

Return Type

void

Example

Restore music class after cinematic C++
// After a cinematic lowered music volume via SetSoundMixClassOverride,
// restore it over 2 seconds when the cinematic ends.
UGameplayStatics::ClearSoundMixClassOverride(this, CinematicMix, MusicClass, 2.0f);

Version History

Introduced in: 4.11

Version Status Notes
5.6 stable

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