RealDocs

UGameplayStatics::PushSoundMixModifier

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

Description

Activates a Sound Mix Modifier on the audio system, applying its volume and pitch adjustments to the Sound Classes it targets. Multiple mixes can be active simultaneously; they are blended together.

Caveats & Gotchas

  • Sound Mixes use a push/pop reference count — every Push must be balanced with a corresponding Pop. Pushing the same mix multiple times increments the count; it won't deactivate until all matching Pops have been called.
  • Passive mixes (those set as the 'Base' mix in project audio settings) are always active and should not be pushed manually — doing so will stack them unexpectedly.

Signature

static ENGINE_API void PushSoundMixModifier(const UObject* WorldContextObject, class USoundMix* InSoundMixModifier);

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to resolve the current world.
InSoundMixModifier class USoundMix* The Sound Mix asset to activate.

Return Type

void

Example

Activate an underwater audio mix C++
// When the player submerges, activate the underwater EQ/volume mix.
UGameplayStatics::PushSoundMixModifier(this, UnderwaterMix);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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