UGameplayStatics::PushSoundMixModifier
#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); See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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