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36 results for "sound"

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.

class
USoundBase Engine

The abstract base class for all playable sound assets.

class
USoundClass Engine

A hierarchical category asset that groups sounds and applies shared volume, pitch, reverb, and submix routing.

class
USoundCue Engine

A graph-based audio asset that combines SoundWaves with nodes for mixing, randomization, looping, pitch modulation, and sequencing.

class
USoundMix Engine

Applies temporary volume, pitch, and EQ adjustments to specified SoundClasses when pushed to the audio device.

class
USoundWave Engine

A raw audio asset imported from a WAV file.

function
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.

function
UGameplayStatics::ClearSoundMixModifiers Engine

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

function
UGameplayStatics::CreateSound2D Engine

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

function
UGameplayStatics::PlaySound2D Engine

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

function
UGameplayStatics::PlaySoundAtLocation Engine

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

function
UGameplayStatics::PopSoundMixModifier Engine

Decrements the active count of a Sound Mix Modifier and deactivates it when the count reaches zero.

function
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.

function
UGameplayStatics::PushSoundMixModifier Engine

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

function
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.

function
UGameplayStatics::SetSoundClassDistanceScale Engine

Scales the attenuation distance of all sounds belonging to a given SoundClass, optionally interpolating over time.

function
UGameplayStatics::SetSoundMixClassOverride Engine

Adds or replaces a sound class adjuster in an active sound mix at runtime, allowing volume and pitch of an entire sound class to be changed dynamically with a smooth fade.

function
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.

function
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.

function
UAnimInstance::AddNativeStateEntryBinding Engine

Binds a native C++ delegate that fires when the specified state in an animation state machine is entered.

function
UGameplayStatics::AreAnyListenersWithinRange Engine

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

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
UGameplayStatics::GetSurfaceType Engine

Extracts the EPhysicalSurface enum value from the physical material of a hit result.

function
APawn::PawnMakeNoise Engine

Broadcasts a noise event to nearby AIControllers that have hearing enabled, sending them a HearNoise notification if the sound is within their hearing threshold.

function
UAudioComponent::Play Engine

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

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
UGameplayStatics::SetGlobalPitchModulation Engine

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

function
UGameplayStatics::SetSubtitlesEnabled Engine

Globally enables or disables subtitle rendering for all dialogue and sound waves that carry subtitle data.

function
UAudioComponent::Stop Engine

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

function
APawn::TurnOff Engine

Freezes the pawn by stopping sounds, animations, physics simulation, and weapon firing.

class
UAudioComponent Engine

A scene component that plays a USoundBase asset at the component's world location with full control over volume, pitch, 3D spatialization, fade transitions, and runtime parameters.

function
UAnimInstance::WasAnimNotifyNameTriggeredInSourceState Engine

Returns true if a notify with the given name was triggered during the last frame while the specified state was the source state of a transition.