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UGameplayStatics::GetAudioTimeSeconds

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

Description

Returns time in seconds since the world was brought up for play, stopped when the game is paused, and not dilated or clamped by time dilation. Use this for audio synchronization where pausing the game should also pause audio-driven timers.

Caveats & Gotchas

  • Unlike GetTimeSeconds, this timer stops when the game is paused — making it unsuitable for real-time UI countdowns that should continue while paused.
  • Not affected by time dilation (e.g. slow-motion effects), so audio triggered via this time will desync from dilated gameplay events.
  • Returns 0 if called before the world has started play.

Signature

static ENGINE_API double GetAudioTimeSeconds(const UObject* WorldContextObject);

Parameters

Name Type Description Default
WorldContextObject const UObject* Any UObject within the world to provide world context.

Return Type

double

Example

Schedule audio-synchronized event C++
double AudioTime = UGameplayStatics::GetAudioTimeSeconds(this);
if (AudioTime - LastBeatTime >= BeatInterval)
{
    LastBeatTime = AudioTime;
    TriggerBeatEvent();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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