10 results for "listener"
Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location.
Finds the closest audio listener within MaximumRange of Location and writes its position to ListenerPosition.
Returns the source buffer listener currently attached via SetSourceBufferListener(), or an empty shared pointer if none is set.
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').
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.
Returns the UAIPerceptionComponent attached to this controller, satisfying the IAIPerceptionListenerInterface contract.
Multicast delegate broadcast whenever the character's movement mode changes.
Plays a non-spatialized (2D) sound that is not affected by the listener's position or orientation.
Spawns an audio component that plays a non-spatialized (2D) sound with no attenuation.
A data asset wrapping FSoundAttenuationSettings that controls how a sound's volume, spatialization, air absorption, reverb send, and occlusion change with listener distance.