RealDocs

USoundMix

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

Description

Applies temporary volume, pitch, and EQ adjustments to specified SoundClasses when pushed to the audio device. Commonly used to duck music during dialogue or apply in-game audio effects.

Caveats & Gotchas

  • A SoundMix does nothing on its own — it must be pushed via UGameplayStatics::PushSoundMixModifier to take effect.
  • Multiple SoundMixes can be active simultaneously; their adjustments stack additively per SoundClass. Pop with UGameplayStatics::PopSoundMixModifier when done.
  • Duration < 0 means the mix stays active until explicitly popped. FadeInTime and FadeOutTime control how quickly it blends in and out.
  • Passive SoundMixes (set on USoundClass::PassiveSoundMixModifiers) are pushed automatically when a sound of that class plays and popped when no such sounds are active.

Example

Push and pop a dialogue ducking mix C++
// When dialogue starts:
UGameplayStatics::PushSoundMixModifier(this, DialogueDuckMix);

// When dialogue ends:
UGameplayStatics::PopSoundMixModifier(this, DialogueDuckMix);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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