17 results for "attenuation"
A data asset wrapping FSoundAttenuationSettings that controls how a sound's volume, spatialization, air absorption, reverb send, and occlusion change with listener distance.
A full set of attenuation properties defined directly on this component, used instead of an attenuation asset when bOverrideAttenuation is true.
A reusable USoundAttenuation asset that defines distance-based volume falloff and spatialization for this component's sound.
Overrides this component's attenuation settings with a custom settings struct, bypassing any shared USoundAttenuation asset reference.
Blueprint-callable wrapper that copies the effective attenuation settings for this component into OutAttenuationSettings.
Gathers the attenuation shapes applicable to this component's sound into a multimap, keyed by shape type, for editor or in-game debug visualization.
Returns the USoundAttenuation asset referenced by this component's AttenuationSettings property, regardless of whether bOverrideAttenuation is enabled.
Returns a pointer to the attenuation settings that will be used for this component's sounds — either the AttenuationOverrides struct or the settings from the referenced AttenuationSettings asset, depending on bOverrideAttenuation.
Replaces the inline attenuation override struct used by this component when bOverrideAttenuation is true.
Assigns the USoundAttenuation asset this component's sound will use for attenuation.
Plays a UDialogueWave at a fixed world location with spatialization and attenuation.
Plays a one-shot sound at a world position with 3D attenuation.
Scales the attenuation distance of all sounds belonging to a given SoundClass, optionally interpolating over time.
Sets the component's VolumeMultiplier property, applied instantly with no interpolation.
Spawns a UForceFeedbackComponent at a world location and begins playback, routing vibration to controllers whose players are within the attenuation range.
Spawns an audio component that plays a non-spatialized (2D) sound with no attenuation.
A volume multiplier applied to sounds generated by this component, on top of the sound asset's own volume and any attenuation.