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10 results for "listener"

function
UGameplayStatics::AreAnyListenersWithinRange Engine

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

function
UGameplayStatics::GetClosestListenerLocation Engine

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

function
UAudioComponent::GetSourceBufferListener Engine

Returns the source buffer listener currently attached via SetSourceBufferListener(), or an empty shared pointer if none is set.

function
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').

function
UAudioComponent::SetSourceBufferListener Engine

Attaches a low-level listener that receives this component's raw audio source buffers as they're rendered, for capture or analysis use cases like procedural visualization or recording.

function
AAIController::GetPerceptionComponent AIModule

Returns the UAIPerceptionComponent attached to this controller, satisfying the IAIPerceptionListenerInterface contract.

property
ACharacter::MovementModeChangedDelegate Engine

Multicast delegate broadcast whenever the character's movement mode changes.

function
UGameplayStatics::PlaySound2D Engine

Plays a non-spatialized (2D) sound that is not affected by the listener's position or orientation.

function
UGameplayStatics::SpawnSound2D Engine

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

class
USoundAttenuation Engine

A data asset wrapping FSoundAttenuationSettings that controls how a sound's volume, spatialization, air absorption, reverb send, and occlusion change with listener distance.