Audio

Audio

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Actions

Activate Control Bus

Activates a bus. Does nothing if an instance of the provided bus is already active

Target is Audio Modulation Statics

Activate Control Bus Mix

Activates a bus modulator mix. Does nothing if an instance of the provided bus mix is already active

Target is Audio Modulation Statics

Activate Control Bus Modulator

Activates a bus modulator (eg. LFO). Does nothing if an instance of the provided modulator is already active

Target is Audio Modulation Statics

Activate Reverb Effect

Activates a Reverb Effect without the need for a volume

Target is Gameplay Statics

Are Any Listeners Within Range

Determines if any audio listeners are within range of the specified location

Target is Gameplay Statics

Clear Sound Mix Class Override

Clears the override of the sound class adjuster in the given sound mix. If the override did not exist in the sound mix, this will do nothing.

Target is Gameplay Statics

Clear Sound Mix Modifiers

Clear all sound mix modifiers from the audio system *

Target is Gameplay Statics

Create Control Bus LFO

Creates an LFO modulator.

Target is Audio Modulation Statics

Create Control Bus Mix

Creates a modulation bus mix and adds a bus channel set to the provided target value

Target is Audio Modulation Statics

Create Control Bus Mix Channel

Creates a channel used to mix a control bus.

Target is Audio Modulation Statics

Create HPF Control Bus

Creates a high-pass filter (HPF) modulation bus with the provided default value.

Target is Audio Modulation Statics

Create LPF Control Bus

Creates a low-pass filter (LPF) modulation bus with the provided default value.

Target is Audio Modulation Statics

Create Pitch Control Bus

Creates a pitch modulation bus with the provided default value.

Target is Audio Modulation Statics

Create Sound 2D

Creates a sound with no attenuation, perfect for UI sounds. This does NOT play the sound

  • Not Replicated.

Target is Gameplay Statics

Create Volume Control Bus

Creates a volume modulation bus with the provided default value.

Target is Audio Modulation Statics

Deactivate Control Bus

Deactivates a bus. Does nothing if an instance of the provided bus is already inactive

Target is Audio Modulation Statics

Deactivate Control Bus Mix

Deactivates a modulation bus mix. Does nothing if an instance of the provided bus mix is already inactive

Target is Audio Modulation Statics

Deactivate Control Bus Modulator

Deactivates a bus modulator. Does nothing if an instance of the provided bus mix is already inactive

Target is Audio Modulation Statics

Deactivate Reverb Effect

Deactivates a Reverb Effect not applied by a volume

Target is Gameplay Statics

Finish Recording Output

Stop recording audio. Path can be absolute, or relative (to the /Saved/BouncedWavFiles folder). By leaving the Submix To Record field blank, you can record the master output of the game.

Target is Audio Mixer Blueprint Library

Get Closest Listener Location

Finds and returns the position of the closest listener to the specified location

Target is Gameplay Statics

Get Current Reverb Effect

Returns the highest priority reverb settings currently active from any source (volumes or manual setting).

Target is Gameplay Statics

Get Max Audio Channel Count

Retrieves the max voice count currently used by the audio engine.

Target is Gameplay Statics

Load Control Bus Mix From Profile

Loads control bus mix from a profile into UObject mix definition, deserialized from an ini file.

Target is Audio Modulation Statics

Pause Recording Output

Pause recording audio, without finalizing the recording to disk. By leaving the Submix To Record field blank, you can record the master output of the game.

Target is Audio Mixer Blueprint Library

Play Dialogue 2D

Plays a dialogue directly with no attenuation, perfect for UI.

  • Fire and Forget.

  • Not Replicated.

Target is Gameplay Statics

Play Dialogue at Location

Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Target is Gameplay Statics

Play Sound 2D

Plays a sound directly with no attenuation, perfect for UI sounds.

  • Fire and Forget.

  • Not Replicated.

Target is Gameplay Statics

Play Sound at Location

Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Target is Gameplay Statics

Pop Sound Mix Modifier

Pop a sound mix modifier from the audio system *

Target is Gameplay Statics

Prime Sound

Primes the sound, caching the first chunk of streamed audio. *

Target is Gameplay Statics

Push Sound Mix Modifier

Push a sound mix modifier onto the audio system *

Target is Gameplay Statics

Resume Recording Output

Resume recording audio after pausing. By leaving the Submix To Pause field blank, you can record the master output of the game.

Target is Audio Mixer Blueprint Library

Save Control Bus Mix to Profile

Saves control bus mix to a profile, serialized to an ini file. If mix is loaded, uses current proxy's state. If not, uses default UObject representation.

Target is Audio Modulation Statics

Set Base Sound Mix

Set the sound mix of the audio system for special EQing *

Target is Gameplay Statics

Set Control Bus Mix

Sets a mix with the provided channel data if channels provided in active instance proxy of mix. Does not update UObject definition of mix.

Target is Audio Modulation Statics

Set Control Bus Mix By Filter

Sets filtered channels of a given class to a provided target value for active instance of mix. Does not update UObject definition of mix.

Target is Audio Modulation Statics

Set Global Listener Focus Parameters

Sets the global listener focus parameters which will scale focus behavior of sounds based on their focus azimuth settings in their attenuation settings.

  • Fire and Forget.

  • Not Replicated.

Target is Gameplay Statics

Set Global Pitch Modulation

Sets a global pitch modulation scalar that will apply to all non-UI sounds

  • Fire and Forget.

  • Not Replicated.

Target is Gameplay Statics

Set Max Audio Channels Scaled

Sets the max number of voices (also known as "channels") dynamically by percentage. E.g. if you want to temporarily reduce voice count by 50%, use 0.50. Later, you can return to the original max voice count by using 1.0.

Target is Gameplay Statics

Set Sound Class Distance Scale

Sets attenuation distance scale value on the sound class over the given amount of time from it's current attenuation distance override value (1.0f it not overridden). Attenuation scale allows scaling the attenuation distance used for computing distance attenuation.

  • Fire and Forget.

  • Not Replicated.

Target is Gameplay Statics

Set Sound Mix Class Override

Overrides the sound class adjuster in the given sound mix. If the sound class does not exist in the input sound mix, the sound class adjustment will be added to the sound mix.

Target is Gameplay Statics

Set Submix Output Volume

Sets the output volume of the submix. This dynamic volume scales with the OutputVolume property of this submix.

Target is Effect Submix

Spawn Dialogue 2D

Spawns a dialogue with no attenuation, perfect for UI.

  • Not Replicated.

Target is Gameplay Statics

Spawn Dialogue at Location

Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Target is Gameplay Statics

Spawn Dialogue Attached

Spawns a dialogue attached to and following the specified component. This is a fire and forget sound. Replication is also not handled at this point.

Target is Gameplay Statics

Spawn Sound 2D

Spawns a sound with no attenuation, perfect for UI sounds.

  • Not Replicated.

Target is Gameplay Statics

Spawn Sound at Location

Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.

Target is Gameplay Statics

Spawn Sound Attached

Plays a sound attached to and following the specified component. This is a fire and forget sound. Replication is also not handled at this point.

Target is Gameplay Statics

Start Recording Output

Start recording audio. By leaving the Submix To Record field blank, you can record the master output of the game.

Target is Audio Mixer Blueprint Library

Update Modulator

Commits updates from a UObject definition of a modulator (e.g. Bus, Bus Mix, LFO) to active instance in audio thread (ignored if modulator type has not been activated).

Target is Audio Modulation Statics

Categories

Analysis

Analysis

Bounce

Bounce

Components

Components

Effects

Effects

Envelope Following

Envelope Following

Modulation

Modulation

OSC

OSC

Subtitles

Subtitles

Voice

Voice

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