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50 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.

property
UAudioComponent::AudioComponentUserID Engine

A serialized, user-assignable identifier for this audio component, intended for use by third-party audio plugins that need a stable ID independent of the object's name or GUID.

function
UAudioComponent::Activate Engine

Activates the component, which for UAudioComponent begins playing the assigned Sound if bAutoActivate is set or Activate() is called explicitly.

function
UAudioComponent::AddModulationRouting Engine

Adds the given modulators to whatever is already routed to a modulation destination on this component, without removing existing ones.

function
UAudioComponent::AdditionalStatObject Engine

Returns the assigned Sound asset so it appears alongside this component's name in editor stat/debug displays (e.

function
UAudioComponent::AdjustAttenuation Engine

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

function
UAudioComponent::AdjustVolume Engine

Smoothly ramps the sound instance's playback volume to a new level over a given duration, using the chosen fade curve.

function
UAudioComponent::AdjustVolumeInternal Engine

Shared implementation behind AdjustVolume, FadeIn, and FadeOut that queues a volume interpolation on the component's active sound.

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.

property
UAudioComponent::AutoAttachLocationRule Engine

Controls how this component's location is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.

property
UAudioComponent::AutoAttachParent Engine

The component this audio component automatically attaches to when activated, if bAutoManageAttachment is true.

property
UAudioComponent::AutoAttachRotationRule Engine

Controls how this component's rotation is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.

property
UAudioComponent::AutoAttachScaleRule Engine

Controls how this component's scale is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.

property
UAudioComponent::AutoAttachSocketName Engine

Socket on AutoAttachParent that this component attaches to when it activates, if bAutoManageAttachment is true.

function
UAudioComponent::BP_GetAttenuationSettingsToApply Engine

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

function
UAudioComponent::CalcBounds Engine

Computes the world-space bounds of this audio component, overriding USceneComponent's default implementation.

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.

property
UAudioComponent::ConcurrencySet Engine

The set of USoundConcurrency rules applied to sounds generated by this component, controlling how many instances can play simultaneously and which get cut off when limits are exceeded.

property
UAudioComponent::ConcurrencySettings_DEPRECATED Engine deprecated

Legacy single-asset concurrency reference, superseded by the ConcurrencySet array which supports multiple concurrency rules per component.

function
UAudioComponent::Deactivate Engine

Deactivates the component, which for UAudioComponent stops the currently playing sound if one is active.

function
UAudioComponent::EndPlay Engine

Called when the audio component's owning actor ends play, allowing it to stop its sound and clean up before the component or its owner is destroyed.

property
UAudioComponent::EnvelopeFollowerAttackTime Engine

The attack time, in milliseconds, for the envelope follower used to compute amplitude values delegates like OnAudioSingleEnvelopeValue can read.

property
UAudioComponent::EnvelopeFollowerReleaseTime Engine

The release time, in milliseconds, for the envelope follower used to compute amplitude values delegates like OnAudioSingleEnvelopeValue can read.

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::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::GetAudioComponentFromID Engine

Looks up the audio component instance matching a given runtime ID, using the engine's global ID-to-component map.

function
UAudioComponent::GetAudioComponentID Engine

Returns the unique instance ID assigned to this audio component, used internally to correlate it with active sounds on the audio render thread.

function
UAudioComponent::GetAudioComponentUserID Engine

Returns the serialized, designer-assigned name used by audio plugins to identify this component.

function
UAudioComponent::GetAudioDevice Engine

Returns the audio device this component's sounds are being rendered through, implementing the ISoundParameterControllerInterface accessor.

function
UAudioComponent::GetCookedEnvelopeData Engine

Retrieves the amplitude envelope value at the current playback time, averaged across all sound waves currently playing on the component.

function
UAudioComponent::GetCookedEnvelopeDataForAllPlayingSounds Engine

Retrieves the current-time amplitude envelope value for each sound wave playing on the component individually, without averaging across sounds.

function
UAudioComponent::GetCookedFFTData Engine

Retrieves cooked spectral (FFT) data at the current playback time for the requested frequencies.

function
UAudioComponent::GetCookedFFTDataForAllPlayingSounds Engine

Retrieves cooked FFT spectral data separately for each sound wave currently playing on the component, without averaging across sounds.

function
UAudioComponent::GetDetailedInfoInternal Engine

Returns a string describing this component's current sound asset, used by the editor and log tooling that displays detailed UObject info (e.

function
UAudioComponent::GetDisableParameterUpdatesWhilePlaying Engine

Returns whether this component ignores parameter updates for sounds that are already playing, mirroring the bDisableParameterUpdatesWhilePlaying property.

function
UAudioComponent::GetFNameForStatID Engine

Returns the FName used to group this component's entries under the stats/profiling system, overriding the default UObject stat ID.

function
UAudioComponent::GetInstanceOwnerID Engine

Returns this component's unique AudioComponentID, used by the ISoundParameterControllerInterface to identify which owner a set of runtime parameters belongs to.

function
UAudioComponent::GetInstanceParameters Engine

Returns a mutable reference to this component's transient instance parameter array, implementing the ISoundParameterControllerInterface accessor used by the parameter-setting functions such as SetFloatParameter and SetIntParameter.

function
UAudioComponent::GetLastPlayOrder Engine

Returns a monotonically increasing counter recorded the last time this component started playing a sound, used internally to order concurrent sound instances.

function
UAudioComponent::GetPlayState Engine

Returns the detailed play state of the audio component: Playing, Stopped, Paused, FadingIn, or FadingOut.

function
UAudioComponent::GetSound Engine

Returns the USoundBase currently assigned to this component's Sound property.

function
UAudioComponent::GetSourceBufferListener Engine

Returns the source buffer listener currently attached via SetSourceBufferListener(), or an empty shared pointer if none is set.

function
UAudioComponent::HasCookedAmplitudeEnvelopeData Engine

Returns whether the sound wave currently playing on this component has baked (cooked) amplitude envelope data available, false if none was found.

function
UAudioComponent::HasCookedFFTData Engine

Returns whether the sound wave currently playing on this component has baked (cooked) FFT spectral data available, as false if none was found.

property
UAudioComponent::HighPassFilterFrequency Engine

Cutoff frequency in Hz for an additional high-pass filter applied to this voice, active only while bEnableHighPassFilter is set.

function
UAudioComponent::IsPlaying Engine

Returns true if this component's sound is currently active, including while paused or fading in/out.

function
UAudioComponent::IsReadyForOwnerToAutoDestroy Engine

Returns whether this component has finished doing what it needs to do, allowing an owning actor spawned with bAutoDestroy set (e.