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42 results for "sound" in function

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.

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UGameplayStatics::ClearSoundMixModifiers Engine

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

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UGameplayStatics::CreateSound2D Engine

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

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UAudioComponent::GetCookedEnvelopeDataForAllPlayingSounds Engine

Retrieves the current-time amplitude envelope value for each sound wave playing on the component individually, without averaging across sounds.

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UAudioComponent::GetCookedFFTDataForAllPlayingSounds Engine

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

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UAudioComponent::GetSound Engine

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

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UGameplayStatics::PlaySound2D Engine

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

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UGameplayStatics::PlaySoundAtLocation Engine

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

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UGameplayStatics::PopSoundMixModifier Engine

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

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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.

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UGameplayStatics::PushSoundMixModifier Engine

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

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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.

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UAudioComponent::SetSound Engine

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

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UGameplayStatics::SetSoundClassDistanceScale Engine

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

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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.

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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.

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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.

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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.

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UAudioComponent::Activate Engine

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

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UAnimInstance::AddNativeStateEntryBinding Engine

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

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UAudioComponent::AdditionalStatObject Engine

Returns the assigned Sound asset so it appears alongside this component's name in editor stat/debug displays (e.

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UAudioComponent::AdjustAttenuation Engine

Overrides this component's attenuation settings with a custom settings struct, bypassing any shared USoundAttenuation asset reference.

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UAudioComponent::AdjustVolume Engine

Smoothly ramps the sound instance's playback volume to a new level over a given duration, using the chosen fade curve.

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UAudioComponent::AdjustVolumeInternal Engine

Shared implementation behind AdjustVolume, FadeIn, and FadeOut that queues a volume interpolation on the component's active sound.

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UGameplayStatics::AreAnyListenersWithinRange Engine

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

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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.

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UAudioComponent::Deactivate Engine

Deactivates the component, which for UAudioComponent stops the currently playing sound if one is active.

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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.

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UAudioComponent::FadeIn Engine

Starts the sound and ramps volume from 0 to FadeVolumeLevel over FadeInDuration seconds.

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UAudioComponent::FadeOut Engine

Smoothly ramps the playing sound's volume down to FadeVolumeLevel over FadeOutDuration seconds.

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UAudioComponent::GetAttenuationSettingsAsset Engine

Returns the USoundAttenuation asset referenced by this component's AttenuationSettings property, regardless of whether bOverrideAttenuation is enabled.

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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.

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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.

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UAudioComponent::GetAudioDevice Engine

Returns the audio device this component's sounds are being rendered through, implementing the ISoundParameterControllerInterface accessor.

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UAudioComponent::GetCookedEnvelopeData Engine

Retrieves the amplitude envelope value at the current playback time, averaged across all sound waves currently playing on the component.

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UAudioComponent::GetCookedFFTData Engine

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

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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.

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UAudioComponent::GetDisableParameterUpdatesWhilePlaying Engine

Returns whether this component ignores parameter updates for sounds that are already playing, mirroring the bDisableParameterUpdatesWhilePlaying property.

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UAudioComponent::GetInstanceOwnerID Engine

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