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35 results for "audio" in function

function
UAudioComponent::FadeIn Engine

Starts the sound and ramps volume from 0 to FadeVolumeLevel over FadeInDuration seconds.

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UAudioComponent::FadeOut Engine

Smoothly ramps the playing sound's volume down to FadeVolumeLevel over FadeOutDuration seconds.

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UAudioComponent::Play Engine

Starts playing the component's assigned Sound asset from StartTime.

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UAudioComponent::Stop Engine

Immediately stops the sound playing on this component and fires OnAudioFinished.

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UGameplayStatics::GetAudioTimeSeconds Engine

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.

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UGameplayStatics::GetMaxAudioChannelCount Engine

Returns the effective maximum number of concurrent audio voices after applying any active scale set by SetMaxAudioChannelsScaled.

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UGameplayStatics::SetMaxAudioChannelsScaled Engine

Dynamically scales the maximum number of concurrent audio voices as a fraction of the engine's configured maximum.

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UGameplayStatics::ActivateReverbEffect Engine

Applies a Reverb Effect globally without requiring an Audio Volume in the level.

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UGameplayStatics::AreAnyListenersWithinRange Engine

Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location.

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UGameplayStatics::ClearSoundMixClassOverride Engine

Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values.

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UGameplayStatics::ClearSoundMixModifiers Engine

Immediately removes all active Sound Mix Modifiers from the audio system regardless of their push counts.

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UGameplayStatics::CreateSound2D Engine

Creates a non-spatialized, non-attenuated UAudioComponent without immediately starting playback, useful when you need to configure the component before playing.

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UActorComponent::Deactivate Engine

Deactivates the component if it is currently active.

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UGameplayStatics::GetActiveSpatialPluginName Engine

Returns the name of the currently active audio spatialization plugin for the world's audio device.

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UGameplayStatics::GetAvailableSpatialPluginNames Engine

Returns the names of all audio spatialization plugins that are loaded and available in the current session.

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UGameplayStatics::GetClosestListenerLocation Engine

Finds the closest audio listener within MaximumRange of Location and writes its position to ListenerPosition.

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UGameplayStatics::GetCurrentReverbEffect Engine

Returns the highest-priority reverb effect currently active, whether it came from an Audio Volume or was activated manually.

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UAnimInstance::HasMarkerBeenHitThisFrame Engine

Returns true if the given sync marker was passed during the current frame's animation evaluation in the specified sync group.

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ACharacter::K2_OnStartCrouch Engine

Blueprint event fired when the character begins crouching.

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UGameplayStatics::PlayDialogue2D Engine

Plays a UDialogueWave at 2D (non-spatialized) volume, suitable for UI or cinematic dialogue where positional audio is not needed.

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UGameplayStatics::PlaySoundAtLocation Engine

Plays a one-shot sound at a world position with 3D attenuation.

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UGameplayStatics::PrimeAllSoundsInSoundClass Engine

Iterates all streaming sound waves belonging to the given sound class and caches their first audio chunk to reduce first-play hitches.

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UGameplayStatics::PrimeSound Engine

Pre-caches the first compressed audio chunk of a streaming sound to eliminate the hitch that occurs the first time it plays.

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UGameplayStatics::PushSoundMixModifier Engine

Activates a Sound Mix Modifier on the audio system, applying its volume and pitch adjustments to the Sound Classes it targets.

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UGameplayStatics::SetActiveSpatialPluginByName Engine

Switches the active audio spatialization plugin at runtime to the one identified by name.

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UGameplayStatics::SetBaseSoundMix Engine

Sets the active base sound mix for the audio engine, applying the EQ and volume/pitch adjustments defined in the mix asset globally.

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UGameplayStatics::SetGlobalListenerFocusParameters Engine

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').

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UGameplayStatics::SetGlobalPitchModulation Engine

Globally scales the pitch of all non-UI sounds, interpolating from the current value over TimeSec seconds.

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UGameplayStatics::SpawnDialogue2D Engine

Creates and plays a 2D (non-spatialized) UAudioComponent for a UDialogueWave, returning the component for runtime control such as stopping or fading.

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UGameplayStatics::SpawnDialogueAtLocation Engine

Spawns a spatialized UAudioComponent for a UDialogueWave at a fixed world position, begins playback, and returns the component for runtime control.

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UGameplayStatics::SpawnDialogueAttached Engine

Spawns a UAudioComponent for a UDialogueWave attached to a scene component so the dialogue source follows the component through the world.

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UGameplayStatics::SpawnSound2D Engine

Spawns an audio component that plays a non-spatialized (2D) sound with no attenuation.

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UGameplayStatics::SpawnSoundAtLocation Engine

Spawns a spatialized audio component at a fixed world location and begins playback immediately.

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UGameplayStatics::SpawnSoundAttached Engine

Spawns a spatialized UAudioComponent attached to a scene component so it follows it through the world.

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UGameplayStatics::UnRetainAllSoundsInSoundClass Engine

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.