36 results for "audio" in function
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.
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.
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.
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.
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.