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12 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::PlaySoundAtLocation Engine

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

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.