29 results for "sound" in function
Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values.
Immediately removes all active Sound Mix Modifiers from the audio system regardless of their push counts.
Creates a non-spatialized, non-attenuated UAudioComponent without immediately starting playback, useful when you need to configure the component before playing.
Plays a non-spatialized (2D) sound that is not affected by the listener's position or orientation.
Plays a one-shot sound at a world position with 3D attenuation.
Decrements the active count of a Sound Mix Modifier and deactivates it when the count reaches zero.
Iterates all streaming sound waves belonging to the given sound class and caches their first audio chunk to reduce first-play hitches.
Pre-caches the first compressed audio chunk of a streaming sound to eliminate the hitch that occurs the first time it plays.
Activates a Sound Mix Modifier on the audio system, applying its volume and pitch adjustments to the Sound Classes it targets.
Sets the active base sound mix for the audio engine, applying the EQ and volume/pitch adjustments defined in the mix asset globally.
Scales the attenuation distance of all sounds belonging to a given SoundClass, optionally interpolating over time.
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.
Spawns an audio component that plays a non-spatialized (2D) sound with no attenuation.
Spawns a spatialized audio component at a fixed world location and begins playback immediately.
Spawns a spatialized UAudioComponent attached to a scene component so it follows it through the world.
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.
Binds a native C++ delegate that fires when the specified state in an animation state machine is entered.
Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location.
Starts the sound and ramps volume from 0 to FadeVolumeLevel over FadeInDuration seconds.
Smoothly ramps the playing sound's volume down to FadeVolumeLevel over FadeOutDuration seconds.
Extracts the EPhysicalSurface enum value from the physical material of a hit result.
Broadcasts a noise event to nearby AIControllers that have hearing enabled, sending them a HearNoise notification if the sound is within their hearing threshold.
Starts playing the component's assigned Sound asset from StartTime.
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').
Globally scales the pitch of all non-UI sounds, interpolating from the current value over TimeSec seconds.
Globally enables or disables subtitle rendering for all dialogue and sound waves that carry subtitle data.
Immediately stops the sound playing on this component and fires OnAudioFinished.
Freezes the pawn by stopping sounds, animations, physics simulation, and weapon firing.
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.