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
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.
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.
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.
Target is Gameplay Statics |
Set Global Pitch Modulation |
Sets a global pitch modulation scalar that will apply to all non-UI sounds
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.
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.
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.
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 |