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17 results for "attenuation"

class
USoundAttenuation Engine

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

property
UAudioComponent::AttenuationOverrides Engine

A full set of attenuation properties defined directly on this component, used instead of an attenuation asset when bOverrideAttenuation is true.

property
UAudioComponent::AttenuationSettings Engine

A reusable USoundAttenuation asset that defines distance-based volume falloff and spatialization for this component's sound.

function
UAudioComponent::AdjustAttenuation Engine

Overrides this component's attenuation settings with a custom settings struct, bypassing any shared USoundAttenuation asset reference.

function
UAudioComponent::BP_GetAttenuationSettingsToApply Engine

Blueprint-callable wrapper that copies the effective attenuation settings for this component into OutAttenuationSettings.

function
UAudioComponent::CollectAttenuationShapesForVisualization Engine

Gathers the attenuation shapes applicable to this component's sound into a multimap, keyed by shape type, for editor or in-game debug visualization.

function
UAudioComponent::GetAttenuationSettingsAsset Engine

Returns the USoundAttenuation asset referenced by this component's AttenuationSettings property, regardless of whether bOverrideAttenuation is enabled.

function
UAudioComponent::GetAttenuationSettingsToApply Engine

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.

function
UAudioComponent::SetAttenuationOverrides Engine

Replaces the inline attenuation override struct used by this component when bOverrideAttenuation is true.

function
UAudioComponent::SetAttenuationSettings Engine

Assigns the USoundAttenuation asset this component's sound will use for attenuation.

function
UGameplayStatics::PlayDialogueAtLocation Engine

Plays a UDialogueWave at a fixed world location with spatialization and attenuation.

function
UGameplayStatics::PlaySoundAtLocation Engine

Plays a one-shot sound at a world position with 3D attenuation.

function
UGameplayStatics::SetSoundClassDistanceScale Engine

Scales the attenuation distance of all sounds belonging to a given SoundClass, optionally interpolating over time.

function
UAudioComponent::SetVolumeMultiplier Engine

Sets the component's VolumeMultiplier property, applied instantly with no interpolation.

function
UGameplayStatics::SpawnForceFeedbackAtLocation Engine

Spawns a UForceFeedbackComponent at a world location and begins playback, routing vibration to controllers whose players are within the attenuation range.

function
UGameplayStatics::SpawnSound2D Engine

Spawns an audio component that plays a non-spatialized (2D) sound with no attenuation.

property
UAudioComponent::VolumeMultiplier Engine

A volume multiplier applied to sounds generated by this component, on top of the sound asset's own volume and any attenuation.