12 results for "audio"
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.
Starts the sound and ramps volume from 0 to FadeVolumeLevel over FadeInDuration seconds.
Smoothly ramps the playing sound's volume down to FadeVolumeLevel over FadeOutDuration seconds.
Starts playing the component's assigned Sound asset from StartTime.
Immediately stops the sound playing on this component and fires OnAudioFinished.
Plays a one-shot sound at a world position with 3D attenuation.
A Blueprint function library providing static utility functions for common gameplay operations: actor spawning, player access, damage, audio, level loading, and save games.
A data asset wrapping FSoundAttenuationSettings that controls how a sound's volume, spatialization, air absorption, reverb send, and occlusion change with listener distance.
The abstract base class for all playable sound assets.
A graph-based audio asset that combines SoundWaves with nodes for mixing, randomization, looping, pitch modulation, and sequencing.
Applies temporary volume, pitch, and EQ adjustments to specified SoundClasses when pushed to the audio device.
A raw audio asset imported from a WAV file.