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USoundAttenuation

class Engine Blueprint Since 4.0
#include "Sound/SoundAttenuation.h"

Description

A data asset wrapping FSoundAttenuationSettings that controls how a sound's volume, spatialization, air absorption, reverb send, and occlusion change with listener distance. Assign to UAudioComponent or USoundBase.

Caveats & Gotchas

  • Attenuation settings are only applied to new Active Sound instances — changing UAudioComponent::AttenuationSettings while it is playing has no effect until the next Play() call.
  • bEnableOcclusion runs a line trace per OcclusionCheckInterval seconds per playing sound instance. Disable it for sounds that are never occluded to save CPU.
  • NonSpatializedRadiusStart/End blend a 3D source towards a 2D sound within that distance range, useful for sounds that should be heard clearly regardless of angle when the player is nearby.

Example

Assign an attenuation asset to a component C++
MyAudioComp->AttenuationSettings = MyAttenuationAsset;
MyAudioComp->Play();

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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