UGameplayStatics::SetBaseSoundMix
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Sets the active base sound mix for the audio engine, applying the EQ and volume/pitch adjustments defined in the mix asset globally. Only one base mix can be active at a time.
Caveats & Gotchas
- • Calling this replaces any previously set base mix immediately; there is no blend or fade transition unless the SoundMix asset has FadeIn time configured.
- • Passing nullptr clears the current base mix and restores default audio settings.
- • The base mix is separate from pushed sound mixes (PushSoundMixModifier); they stack on top of the base mix, so changing the base mix while modifiers are active can produce unexpected combined results.
Signature
static ENGINE_API void SetBaseSoundMix(const UObject* WorldContextObject, class USoundMix* InSoundMix) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to obtain the world context. | — |
| InSoundMix | class USoundMix* | The sound mix asset to set as the active base mix. | — |
Return Type
void Example
Apply a music mix when entering a dungeon C++
void ADungeonZoneTrigger::OnPlayerEnter(AActor* Player)
{
UGameplayStatics::SetBaseSoundMix(this, DungeonMix);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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