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29 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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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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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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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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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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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::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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UGameplayStatics::GetSurfaceType Engine

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

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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.

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UAudioComponent::Play Engine

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

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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').

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UGameplayStatics::SetGlobalPitchModulation Engine

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

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UGameplayStatics::SetSubtitlesEnabled Engine

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

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UAudioComponent::Stop Engine

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

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APawn::TurnOff Engine

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

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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.