RealDocs

36 results for "audio" in function

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.

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.

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.

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.

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.