50 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.
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.
Activates the component, which for UAudioComponent begins playing the assigned Sound if bAutoActivate is set or Activate() is called explicitly.
Adds the given modulators to whatever is already routed to a modulation destination on this component, without removing existing ones.
Returns the assigned Sound asset so it appears alongside this component's name in editor stat/debug displays (e.
Overrides this component's attenuation settings with a custom settings struct, bypassing any shared USoundAttenuation asset reference.
Smoothly ramps the sound instance's playback volume to a new level over a given duration, using the chosen fade curve.
Shared implementation behind AdjustVolume, FadeIn, and FadeOut that queues a volume interpolation on the component's active sound.
A full set of attenuation properties defined directly on this component, used instead of an attenuation asset when bOverrideAttenuation is true.
A reusable USoundAttenuation asset that defines distance-based volume falloff and spatialization for this component's sound.
Controls how this component's location is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.
The component this audio component automatically attaches to when activated, if bAutoManageAttachment is true.
Controls how this component's rotation is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.
Controls how this component's scale is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.
Socket on AutoAttachParent that this component attaches to when it activates, if bAutoManageAttachment is true.
Blueprint-callable wrapper that copies the effective attenuation settings for this component into OutAttenuationSettings.
Computes the world-space bounds of this audio component, overriding USceneComponent's default implementation.
Gathers the attenuation shapes applicable to this component's sound into a multimap, keyed by shape type, for editor or in-game debug visualization.
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.
Legacy single-asset concurrency reference, superseded by the ConcurrencySet array which supports multiple concurrency rules per component.
Deactivates the component, which for UAudioComponent stops the currently playing sound if one is active.
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.
The attack time, in milliseconds, for the envelope follower used to compute amplitude values delegates like OnAudioSingleEnvelopeValue can read.
The release time, in milliseconds, for the envelope follower used to compute amplitude values delegates like OnAudioSingleEnvelopeValue can read.
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.
Returns the USoundAttenuation asset referenced by this component's AttenuationSettings property, regardless of whether bOverrideAttenuation is enabled.
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.
Looks up the audio component instance matching a given runtime ID, using the engine's global ID-to-component map.
Returns the unique instance ID assigned to this audio component, used internally to correlate it with active sounds on the audio render thread.
Returns the serialized, designer-assigned name used by audio plugins to identify this component.
Returns the audio device this component's sounds are being rendered through, implementing the ISoundParameterControllerInterface accessor.
Retrieves the amplitude envelope value at the current playback time, averaged across all sound waves currently playing on the component.
Retrieves the current-time amplitude envelope value for each sound wave playing on the component individually, without averaging across sounds.
Retrieves cooked spectral (FFT) data at the current playback time for the requested frequencies.
Retrieves cooked FFT spectral data separately for each sound wave currently playing on the component, without averaging across sounds.
Returns a string describing this component's current sound asset, used by the editor and log tooling that displays detailed UObject info (e.
Returns whether this component ignores parameter updates for sounds that are already playing, mirroring the bDisableParameterUpdatesWhilePlaying property.
Returns the FName used to group this component's entries under the stats/profiling system, overriding the default UObject stat ID.
Returns this component's unique AudioComponentID, used by the ISoundParameterControllerInterface to identify which owner a set of runtime parameters belongs to.
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.
Returns a monotonically increasing counter recorded the last time this component started playing a sound, used internally to order concurrent sound instances.
Returns the detailed play state of the audio component: Playing, Stopped, Paused, FadingIn, or FadingOut.
Returns the USoundBase currently assigned to this component's Sound property.
Returns the source buffer listener currently attached via SetSourceBufferListener(), or an empty shared pointer if none is set.
Returns whether the sound wave currently playing on this component has baked (cooked) amplitude envelope data available, false if none was found.
Returns whether the sound wave currently playing on this component has baked (cooked) FFT spectral data available, as false if none was found.
Cutoff frequency in Hz for an additional high-pass filter applied to this voice, active only while bEnableHighPassFilter is set.
Returns true if this component's sound is currently active, including while paused or fading in/out.
Returns whether this component has finished doing what it needs to do, allowing an owning actor spawned with bAutoDestroy set (e.