42 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.
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.
Returns the effective maximum number of concurrent audio voices after applying any active scale set by SetMaxAudioChannelsScaled.
Dynamically scales the maximum number of concurrent audio voices as a fraction of the engine's configured maximum.
Applies a Reverb Effect globally without requiring an Audio Volume in the level.
Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location.
Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values.
Immediately removes all active Sound Mix Modifiers from the audio system regardless of their push counts.
Creates a non-spatialized, non-attenuated UAudioComponent without immediately starting playback, useful when you need to configure the component before playing.
Deactivates the component if it is currently active.
Returns the name of the currently active audio spatialization plugin for the world's audio device.
Returns the names of all audio spatialization plugins that are loaded and available in the current session.
Finds the closest audio listener within MaximumRange of Location and writes its position to ListenerPosition.
Returns the highest-priority reverb effect currently active, whether it came from an Audio Volume or was activated manually.
Returns true if the given sync marker was passed during the current frame's animation evaluation in the specified sync group.
Blueprint event fired when the character begins crouching.
Plays a UDialogueWave at 2D (non-spatialized) volume, suitable for UI or cinematic dialogue where positional audio is not needed.
Plays a one-shot sound at a world position with 3D attenuation.
Iterates all streaming sound waves belonging to the given sound class and caches their first audio chunk to reduce first-play hitches.
Pre-caches the first compressed audio chunk of a streaming sound to eliminate the hitch that occurs the first time it plays.
Activates a Sound Mix Modifier on the audio system, applying its volume and pitch adjustments to the Sound Classes it targets.
Switches the active audio spatialization plugin at runtime to the one identified by name.
Sets the active base sound mix for the audio engine, applying the EQ and volume/pitch adjustments defined in the mix asset globally.
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').
Globally scales the pitch of all non-UI sounds, interpolating from the current value over TimeSec seconds.
Creates and plays a 2D (non-spatialized) UAudioComponent for a UDialogueWave, returning the component for runtime control such as stopping or fading.
Spawns a spatialized UAudioComponent for a UDialogueWave at a fixed world position, begins playback, and returns the component for runtime control.
Spawns a UAudioComponent for a UDialogueWave attached to a scene component so the dialogue source follows the component through the world.
Spawns an audio component that plays a non-spatialized (2D) sound with no attenuation.
Spawns a spatialized audio component at a fixed world location and begins playback immediately.
Spawns a spatialized UAudioComponent attached to a scene component so it follows it through the world.
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.
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.