Audio Components

An AudioComponent is used to create and control an instance of sound.

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An AudioComponent is used to create and control an instance of sound inside your game.

Audio Component

The AudioComponent allows you to add a

[Sound Wave](WorkingWithAudio/WAV)
or
[Sound Cue](WorkingWithAudio/Overview#soundcue)
as a sub-object to an Actor, providing a sound source.

For example, say you wanted a particle effect that resembles a fire in your level. While the particle effect alone can be used to convey the visuals of a fire, by adding an AudioComponent as a sub-Actor to it that plays an audio asset of a crackling fire, the fire effect will be that much more convincing.

You can change several of the properties or settings of the AudioComponent through Blueprints or C++ during runtime such as fading the audio in or out, playing or stopping it entirely, adjusting the volume and other settings which can be found on the

[Sound Actors](WorkingWithAudio/SoundActors)
page under the different properties sections.

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