RealDocs

UGameplayStatics::ClearSoundMixModifiers

function Engine Blueprint Since 4.0
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Immediately removes all active Sound Mix Modifiers from the audio system regardless of their push counts. Useful as a failsafe reset, such as after a level transition.

Caveats & Gotchas

  • This is a nuclear option — it resets ALL mixes, including ones managed by other systems or Audio Volumes. Do not call it unless you own the entire audio mix state.
  • The deactivation is instant with no fade; sounds currently affected will snap to their base levels and may produce audible pops.

Signature

static ENGINE_API void ClearSoundMixModifiers(const UObject* WorldContextObject);

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to resolve the current world.

Return Type

void

Example

Reset all audio mixes on level transition C++
// On level begin, ensure no stale mixes from the previous level remain.
void AMyGameMode::BeginPlay()
{
    Super::BeginPlay();
    UGameplayStatics::ClearSoundMixModifiers(this);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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