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50 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
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::GetCookedFFTDataForAllPlayingSounds Engine

Retrieves cooked FFT spectral data separately for each sound wave currently playing on the component, without averaging across sounds.

function
UAudioComponent::GetSound Engine

Returns the USoundBase currently assigned to this component's Sound property.

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.

function
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
UAudioComponent::SetSound Engine

Changes which USoundBase this component will play, replacing the current value of the Sound property.

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
UAudioComponent::SetUISound Engine

Marks sounds generated by this component as UI sounds, which typically exempts them from 3D spatialization, world pausing, and gameplay volume ducking.

function
UGameplayStatics::SpawnSound2D Engine

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

function
UGameplayStatics::SpawnSoundAtLocation Engine

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

function
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
UAudioComponent::Activate Engine

Activates the component, which for UAudioComponent begins playing the assigned Sound if bAutoActivate is set or Activate() is called explicitly.

function
UAnimInstance::AddNativeStateEntryBinding Engine

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

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
UGameplayStatics::AreAnyListenersWithinRange Engine

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

property
UAudioComponent::AttenuationSettings Engine

A reusable USoundAttenuation asset that defines distance-based volume falloff and spatialization for this component's sound.

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.

property
UAudioComponent::ConcurrencySet Engine

The set of USoundConcurrency rules applied to sounds generated by this component, controlling how many instances can play simultaneously and which get cut off when limits are exceeded.

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::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::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::GetCookedFFTData Engine

Retrieves cooked spectral (FFT) data at the current playback time for the requested frequencies.

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::GetInstanceOwnerID Engine

Returns this component's unique AudioComponentID, used by the ISoundParameterControllerInterface to identify which owner a set of runtime parameters belongs to.