Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/AudioComponent.h |
Include |
#include "Components/AudioComponent.h" |
class UAudioComponent : public USceneComponent
AudioComponent is used to play a Sound
Name | Description | ||
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ActiveCount |
A count of how many times we've started playing |
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AttenuationOverrides |
If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component |
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AttenuationSettings |
If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component |
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AudioComponentUserID |
Configurable, serialized ID for audio plugins |
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AudioDeviceID |
The specific audio device to play this component on |
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AutoAttachLocationRule |
Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. |
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TWeakObjectPtr<... |
AutoAttachParent |
Component we automatically attach to when activated, if bAutoManageAttachment is true. |
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AutoAttachRotationRule |
Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true. |
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AutoAttachScaleRule |
Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true. |
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AutoAttachSocketName |
Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true. |
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uint8: 1 |
bAllowSpatialization |
Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override. |
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uint8: 1 |
bAlwaysPlay |
Whether to artificially prioritize the component to play |
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uint8: 1 |
bAutoDestroy |
Auto destroy this component on completion |
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uint8: 1 |
bAutoManageAttachment |
True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. |
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uint8: 1 |
bCenterChannelOnly |
Whether or not this sound class forces sounds to the center channel |
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uint8: 1 |
bEnableLowPassFilter |
Whether or not to apply a low-pass filter to the sound that plays in this audio component. |
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uint8: 1 |
bIgnoreForFlushing |
If true, this sound will not be stopped when flushing the audio device. |
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uint8: 1 |
bIsFadingOut |
Whether or not fade out was triggered. |
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uint8: 1 |
bIsMusic |
Whether or not this audio component is a music clip |
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uint8: 1 |
bIsPaused |
Whether or not this audio component has been paused |
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uint8: 1 |
bIsPreviewSound |
Whether or not this sound is a preview sound |
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uint8: 1 |
bIsUISound |
Whether or not this sound plays when the game is paused in the UI |
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uint8: 1 |
bOverrideAttenuation |
Allows defining attenuation settings directly on this audio component without using an attenuation settings asset. |
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uint8: 1 |
bOverridePriority |
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uint8: 1 |
bOverrideSubtitlePriority |
Whether or not to override the sound's subtitle priority. |
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uint8: 1 |
bPreviewComponent |
Whether this audio component is previewing a sound |
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uint8: 1 |
bReverb |
Whether or not the audio component should be excluded from reverb EQ processing |
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uint8: 1 |
bShouldRemainActiveIfDropped |
Whether the wave instances should remain active if they're dropped by the prioritization code. |
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uint8: 1 |
bStopWhenOwnerDestroyed |
Stop sound when owner is destroyed |
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uint8: 1 |
bSuppressSubtitles |
If true, subtitles in the sound data will be ignored. |
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ConcurrencySet |
What sound concurrency rules to use for sounds generated by this audio component |
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EnvelopeFollowerAttackTime |
The attack time in milliseconds for the envelope follower. |
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EnvelopeFollowerReleaseTime |
The release time in milliseconds for the envelope follower. |
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float |
FadeInTimeDuration |
How much time the audio component was told to fade in. |
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TArray< struct ... |
InstanceParameters |
Array of per-instance parameters for this AudioComponent. |
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float |
LowPassFilterFrequency |
The frequency of the lowpass filter (in hertz) to apply to this voice. |
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Modulation |
Modulation for the sound |
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float |
OcclusionCheckInterval |
While playing, this component will check for occlusion from its closest listener every this many seconds |
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OnAudioFinished |
Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early |
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OnAudioFinishedNative |
Shadow delegate for non UObject subscribers |
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OnAudioMultiEnvelopeValue |
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OnAudioMultiEnvelopeValueNative |
Shadow delegate for non UObject subscribers |
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OnAudioPlaybackPercent |
Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. |
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OnAudioPlaybackPercentNative |
Shadow delegate for non UObject subscribers |
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OnAudioSingleEnvelopeValue |
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OnAudioSingleEnvelopeValueNative |
Shadow delegate for non UObject subscribers |
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OnQueueSubtitles |
Called when subtitles are sent to the SubtitleManager. |
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float |
PitchModulationMax |
The upper bound to use when randomly determining a pitch multiplier |
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float |
PitchModulationMin |
The lower bound to use when randomly determining a pitch multiplier |
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float |
PitchMultiplier |
A pitch multiplier to apply to sounds generated by this component |
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float |
Priority |
A priority value that is used for sounds that play on this component that scales against final output volume. |
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RandomStream |
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USoundBase *... |
Sound |
The sound to be played |
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USoundClass ... |
SoundClassOverride |
Optional sound group this AudioComponent belongs to |
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SourceEffectChain |
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float |
SubtitlePriority |
Used by the subtitle manager to prioritize subtitles wave instances spawned by this component. |
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float |
TimeAudioComponentPlayed |
What time the audio component was told to play. Used to compute audio component state. |
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float |
VolumeModulationMax |
The upper bound to use when randomly determining a volume multiplier |
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float |
VolumeModulationMin |
The lower bound to use when randomly determining a volume multiplier |
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float |
VolumeMultiplier |
A volume multiplier to apply to sounds generated by this component |
Name | Description | |
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UAudioComponent ( |
Name | Description | ||
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AdjustAttenuation ( |
Modify the attenuation settings of the audio component |
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AdjustVolume ( |
This will allow one to adjust the volume of an AudioComponent on the fly |
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AdjustVolumeInternal ( |
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BP_GetAttenuationSettingsToApply ( |
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CollectAttenuationShapesForVisualization ( |
Collects the various attenuation shapes that may be applied to the sound played by the audio component for visualization in the editor or via the in game debug visualization. |
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FadeIn ( |
This can be used in place of "play" when it is desired to fade in the sound over time. |
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FadeOut ( |
This is used in place of "stop" when it is desired to fade the volume of the sound before stopping. |
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const FSound... |
GetAttenuationSettingsToApply() |
Returns a pointer to the attenuation settings to be used (if any) for this audio component dependent on the SoundAttenuation asset or overrides set. |
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UAudioCompon... |
GetAudioComponentFromID ( |
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GetAudioComponentID() |
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GetAudioComponentUserID() |
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FAudioDevice... |
GetAudioDevice() |
Returns the active audio device to use for this component based on whether or not the component is playing in a world. |
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GetCookedEnvelopeData ( |
Retrieves the current-time cooked envelope data of the playing audio component. |
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GetCookedEnvelopeDataForAllPlayingSounds |
Retrieves the current-time envelope data of the sounds playing audio component. |
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GetCookedFFTData ( |
Retrieves the current-time cooked spectral data of the sounds playing on the audio component. |
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GetCookedFFTDataForAllPlayingSounds |
Retrieves the current-time cooked spectral data of the sounds playing audio component. |
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EAudioCompon... |
GetPlayState() |
Returns the enumerated play states of the audio component. |
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HasCookedAmplitudeEnvelopeData() |
Queries if the sound wave playing in this audio component has cooked amplitude analyses. |
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HasCookedFFTData() |
Queries if the sound wave playing in this audio component has cooked FFT data. |
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IsPlaying() |
Returns if the sound playing any audio. |
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Play ( |
Start a sound playing on an audio component |
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PlaybackCompleted |
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PlayInternal ( |
Utility function called by Play and FadeIn to start a sound playing. |
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SetBoolParameter |
Set a boolean instance parameter for use in sound cues played by this audio component |
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SetFloatParameter ( |
Set a float instance parameter for use in sound cues played by this audio component |
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SetIntParameter |
Set an integer instance parameter for use in sound cues played by this audio component |
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SetLowPassFilterEnabled ( |
Sets whether or not the low pass filter is enabled on the audio component. |
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SetLowPassFilterFrequency ( |
Sets lowpass filter frequency of the audio component. |
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SetPaused ( |
Pause an audio component playing its sound cue, issue any delegates if needed |
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SetPitchMultiplier ( |
Set a new pitch multiplier |
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SetPlaybackTimes |
Sets the audio thread playback time as used by the active sound playing this audio component Will be set if the audio component is using baked FFT or envelope following data so as to be able to feed that data to BP based on playback time |
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SetSound ( |
Set what sound is played by this component. |
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SetSoundParameter ( |
Sets the sound instance parameter. |
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SetSourceBusSendPostEffect ( |
Sets how much audio the sound should send to the given Source Bus (POST Source Effects). |
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SetSourceBusSendPreEffect ( |
Sets how much audio the sound should send to the given Source Bus (PRE Source Effects). |
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SetSourceEffectChain |
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SetSubmixSend ( |
Sets how much audio the sound should send to the given submix. |
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SetUISound ( |
Set whether sounds generated by this audio component should be considered UI sounds |
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SetVolumeMultiplier ( |
Set a new volume multiplier |
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SetWaveParameter ( |
Set a sound wave instance parameter for use in sound cues played by this audio component |
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Stop() |
Stop an audio component's sound, issue any delegates if needed |
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StopDelayed ( |
Cues request to stop sound after the provided delay, stopping immediately if delay is zero or negative |
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UpdateSpriteTexture() |
Utility function that updates which texture is displayed on the sprite dependent on the properties of the Audio Component. |
Name | Description | ||
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FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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OnUpdateTransform ( |
Native callback when this component is moved |
Name | Description | ||
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Activate ( |
Activates the SceneComponent, should be overridden by native child classes. |
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const UObjec... |
AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable |
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Deactivate() |
Deactivates the SceneComponent. |
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IsReadyForOwnerToAutoDestroy() |
Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished |
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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OnUnregister() |
Called when a component is unregistered. |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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GetDetailedInfoInternal() |
This function actually does the work for the GetDetailedInfo() and is virtual. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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AudioComponentIDCounter |
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AudioIDToComponentMap |
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AudioIDToComponentMapLock |
Name | Description | ||
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ConcurrencySettings_DEPRECATED |
What sound concurrency to use for sounds generated by this audio component |
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float |
HighFrequencyGainMultiplier_DEPRECATED |
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float |
VolumeWeightedPriorityScale_DEPRECATED |