7 results for "sound" in class
A data asset wrapping FSoundAttenuationSettings that controls how a sound's volume, spatialization, air absorption, reverb send, and occlusion change with listener distance.
The abstract base class for all playable sound assets.
A hierarchical category asset that groups sounds and applies shared volume, pitch, reverb, and submix routing.
A graph-based audio asset that combines SoundWaves with nodes for mixing, randomization, looping, pitch modulation, and sequencing.
Applies temporary volume, pitch, and EQ adjustments to specified SoundClasses when pushed to the audio device.
A raw audio asset imported from a WAV file.
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.