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USoundWave

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

Description

A raw audio asset imported from a WAV file. Playable directly or embedded in a USoundCue. Controls codec selection, looping, streaming, and baked analysis data.

Caveats & Gotchas

  • bLooping only applies when the USoundWave is played directly. Loop behavior inside a SoundCue is controlled by SoundNodes in the cue graph.
  • Stream caching (LoadingBehavior) can be set per-wave or inherited from its SoundClass. ForceInline keeps audio fully in RAM; RetainOnLoad eliminates first-play hitches but is memory-expensive.
  • ADPCM and PCM codecs ignore CompressionQuality. ADPCM provides ~4x compression with fixed quality; PCM is uncompressed with the lowest decode cost.
  • Baked FFT and envelope analysis (bEnableBakedFFTAnalysis, bEnableAmplitudeEnvelopeAnalysis) are editor-only cook settings — enable them before packaging to use the cooked data at runtime.

Example

Play a sound wave at a location C++
UGameplayStatics::PlaySoundAtLocation(this, MyFootstepWave, GetActorLocation());

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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