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42 results for "audio"

class
UAudioComponent Engine

A scene component that plays a USoundBase asset at the component's world location with full control over volume, pitch, 3D spatialization, fade transitions, and runtime parameters.

function
UAudioComponent::FadeIn Engine

Starts the sound and ramps volume from 0 to FadeVolumeLevel over FadeInDuration seconds.

function
UAudioComponent::FadeOut Engine

Smoothly ramps the playing sound's volume down to FadeVolumeLevel over FadeOutDuration seconds.

function
UAudioComponent::Play Engine

Starts playing the component's assigned Sound asset from StartTime.

function
UAudioComponent::Stop Engine

Immediately stops the sound playing on this component and fires OnAudioFinished.

function
UGameplayStatics::GetAudioTimeSeconds Engine

Returns time in seconds since the world was brought up for play, stopped when the game is paused, and not dilated or clamped by time dilation.

function
UGameplayStatics::GetMaxAudioChannelCount Engine

Returns the effective maximum number of concurrent audio voices after applying any active scale set by SetMaxAudioChannelsScaled.

function
UGameplayStatics::SetMaxAudioChannelsScaled Engine

Dynamically scales the maximum number of concurrent audio voices as a fraction of the engine's configured maximum.

function
UGameplayStatics::ActivateReverbEffect Engine

Applies a Reverb Effect globally without requiring an Audio Volume in the level.

function
UGameplayStatics::AreAnyListenersWithinRange Engine

Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location.

function
UGameplayStatics::ClearSoundMixClassOverride Engine

Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values.

function
UGameplayStatics::ClearSoundMixModifiers Engine

Immediately removes all active Sound Mix Modifiers from the audio system regardless of their push counts.

function
UGameplayStatics::CreateSound2D Engine

Creates a non-spatialized, non-attenuated UAudioComponent without immediately starting playback, useful when you need to configure the component before playing.

function
UActorComponent::Deactivate Engine

Deactivates the component if it is currently active.

function
UGameplayStatics::GetActiveSpatialPluginName Engine

Returns the name of the currently active audio spatialization plugin for the world's audio device.

function
UGameplayStatics::GetAvailableSpatialPluginNames Engine

Returns the names of all audio spatialization plugins that are loaded and available in the current session.

function
UGameplayStatics::GetClosestListenerLocation Engine

Finds the closest audio listener within MaximumRange of Location and writes its position to ListenerPosition.

function
UGameplayStatics::GetCurrentReverbEffect Engine

Returns the highest-priority reverb effect currently active, whether it came from an Audio Volume or was activated manually.

function
UAnimInstance::HasMarkerBeenHitThisFrame Engine

Returns true if the given sync marker was passed during the current frame's animation evaluation in the specified sync group.

function
ACharacter::K2_OnStartCrouch Engine

Blueprint event fired when the character begins crouching.

function
UGameplayStatics::PlayDialogue2D Engine

Plays a UDialogueWave at 2D (non-spatialized) volume, suitable for UI or cinematic dialogue where positional audio is not needed.

function
UGameplayStatics::PlaySoundAtLocation Engine

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

function
UGameplayStatics::PrimeAllSoundsInSoundClass Engine

Iterates all streaming sound waves belonging to the given sound class and caches their first audio chunk to reduce first-play hitches.

function
UGameplayStatics::PrimeSound Engine

Pre-caches the first compressed audio chunk of a streaming sound to eliminate the hitch that occurs the first time it plays.

function
UGameplayStatics::PushSoundMixModifier Engine

Activates a Sound Mix Modifier on the audio system, applying its volume and pitch adjustments to the Sound Classes it targets.

function
UGameplayStatics::SetActiveSpatialPluginByName Engine

Switches the active audio spatialization plugin at runtime to the one identified by name.

function
UGameplayStatics::SetBaseSoundMix Engine

Sets the active base sound mix for the audio engine, applying the EQ and volume/pitch adjustments defined in the mix asset globally.

function
UGameplayStatics::SetGlobalListenerFocusParameters Engine

Sets global listener focus parameters that scale how the audio system distinguishes sounds in front of the listener ('focused') from those outside the focus cone ('non-focused').

function
UGameplayStatics::SetGlobalPitchModulation Engine

Globally scales the pitch of all non-UI sounds, interpolating from the current value over TimeSec seconds.

function
UGameplayStatics::SpawnDialogue2D Engine

Creates and plays a 2D (non-spatialized) UAudioComponent for a UDialogueWave, returning the component for runtime control such as stopping or fading.

function
UGameplayStatics::SpawnDialogueAtLocation Engine

Spawns a spatialized UAudioComponent for a UDialogueWave at a fixed world position, begins playback, and returns the component for runtime control.

function
UGameplayStatics::SpawnDialogueAttached Engine

Spawns a UAudioComponent for a UDialogueWave attached to a scene component so the dialogue source follows the component through the world.

function
UGameplayStatics::SpawnSound2D Engine

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

function
UGameplayStatics::SpawnSoundAtLocation Engine

Spawns a spatialized audio component at a fixed world location and begins playback immediately.

function
UGameplayStatics::SpawnSoundAttached Engine

Spawns a spatialized UAudioComponent attached to a scene component so it follows it through the world.

class
UGameplayStatics Engine

A Blueprint function library providing static utility functions for common gameplay operations: actor spawning, player access, damage, audio, level loading, and save games.

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.

class
USoundBase Engine

The abstract base class for all playable sound assets.

class
USoundCue Engine

A graph-based audio asset that combines SoundWaves with nodes for mixing, randomization, looping, pitch modulation, and sequencing.

class
USoundMix Engine

Applies temporary volume, pitch, and EQ adjustments to specified SoundClasses when pushed to the audio device.

class
USoundWave Engine

A raw audio asset imported from a WAV file.

function
UGameplayStatics::UnRetainAllSoundsInSoundClass Engine

Releases the retained streaming chunk handles for all sound waves in the given sound class, making those chunks eligible for eviction from the audio streaming cache.