USoundControlBusBase

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

AudioModulation

Header

/Engine/Plugins/Runtime/AudioModulation/Source/AudioModulation/Public/SoundControlBus.h

Include

#include "SoundControlBus.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideCategories=Object, Abstract, MinimalAPI)
class USoundControlBusBase : public USoundModulatorBase

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

FString

 

Address

Address to use when applying mix changes.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bBypass

If true, bypasses control bus from being mixed.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bOverrideAddress

If true, Address field is used in place of object name for address used when applying mix changes using filtering.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

DefaultValue

Default value of modulator when no mix is applied.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

Max

Maximum value the bus can achieve (applied post mix phase, pre patch output)

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

Min

Minimum value the bus can achieve (applied post mix phase, pre patch output)

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

TArray< USoundB...

 

Modulators

Constructors

Name Description

Public function

USoundControlBusBase

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual Const

ESoundModula...

 

GetOperator()

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostDuplicate

(
    EDuplicateMode::Type DuplicateMode
)

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostRename

(
    UObject* OldOuter,
    const FName OldName
)

Called at the end of Rename(), but only if the rename was actually carried out

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