unreal.AudioComponent

class unreal.AudioComponent(outer=None, name='None')

Bases: unreal.SceneComponent

AudioComponent is used to play a Sound https://docs.unrealengine.com/latest/INT/Audio/Overview/index.html: USoundBase:

C++ Source:

  • Module: Engine

  • File: AudioComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • allow_spatialization (bool): [Read-Write] Overrides spatialization enablement in either the attenuation asset or on this audio component’s attenuation settings override.

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component

  • attenuation_overrides (SoundAttenuationSettings): [Read-Write] If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component

  • attenuation_settings (SoundAttenuation): [Read-Write] If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • auto_attach_location_rule (AttachmentRule): [Read-Write] Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment, EAttachmentRule:

  • auto_attach_parent (SceneComponent): [Read-Only] Component we automatically attach to when activated, if bAutoManageAttachment is true. If null during registration, we assign the existing AttachParent and defer attachment until we activate. bAutoManageAttachment:

  • auto_attach_rotation_rule (AttachmentRule): [Read-Write] Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment, EAttachmentRule:

  • auto_attach_scale_rule (AttachmentRule): [Read-Write] Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment, EAttachmentRule:

  • auto_attach_socket_name (Name): [Read-Write] Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment:

  • auto_manage_attachment (bool): [Read-Write] True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent’s WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don’t actually activate even if bAutoActivate is true. AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType:

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • concurrency_set (Set(SoundConcurrency)): [Read-Write] What sound concurrency rules to use for sounds generated by this audio component

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • enable_low_pass_filter (bool): [Read-Write] Whether or not to apply a low-pass filter to the sound that plays in this audio component.

  • envelope_follower_attack_time (int32): [Read-Write] The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.

  • envelope_follower_release_time (int32): [Read-Write] The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • instance_parameters (Array(AudioComponentParam)): [Read-Write] Array of per-instance parameters for this AudioComponent.

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • is_ui_sound (bool): [Read-Write] Whether or not this sound plays when the game is paused in the UI

  • low_pass_filter_frequency (float): [Read-Write] The frequency of the lowpass filter (in hertz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • modulation_routing (SoundModulationDefaultRoutingSettings): [Read-Write] Modulation Routing

  • on_audio_finished (OnAudioFinished): [Read-Write] called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

  • on_audio_multi_envelope_value (OnAudioMultiEnvelopeValue): [Read-Write] On Audio Multi Envelope Value

  • on_audio_play_state_changed (OnAudioPlayStateChanged): [Read-Write] Called when PlayState changes

  • on_audio_playback_percent (OnAudioPlaybackPercent): [Read-Write] Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. Computed as samples played divided by total samples, taking into account pitch. Not currently implemented on all platforms.

  • on_audio_single_envelope_value (OnAudioSingleEnvelopeValue): [Read-Write] On Audio Single Envelope Value

  • on_audio_virtualization_changed (OnAudioVirtualizationChanged): [Read-Write] Called when virtualization state changes

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • override_attenuation (bool): [Read-Write] Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.

  • override_priority (bool): [Read-Write] Override Priority

  • override_subtitle_priority (bool): [Read-Write] Whether or not to override the sound’s subtitle priority.

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • pitch_modulation_max (float): [Read-Write] The upper bound to use when randomly determining a pitch multiplier

  • pitch_modulation_min (float): [Read-Write] The lower bound to use when randomly determining a pitch multiplier

  • pitch_multiplier (float): [Read-Write] A pitch multiplier to apply to sounds generated by this component

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • priority (float): [Read-Write] A priority value that is used for sounds that play on this component that scales against final output volume.

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. GetPhysicsVolume():

  • sound (SoundBase): [Read-Write] The sound to be played

  • sound_class_override (SoundClass): [Read-Write] Optional sound group this AudioComponent belongs to

  • source_effect_chain (SoundEffectSourcePresetChain): [Read-Write] Source Effect Chain

  • subtitle_priority (float): [Read-Write] Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.

  • suppress_subtitles (bool): [Read-Write] If true, subtitles in the sound data will be ignored.

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

  • volume_modulation_max (float): [Read-Write] The upper bound to use when randomly determining a volume multiplier

  • volume_modulation_min (float): [Read-Write] The lower bound to use when randomly determining a volume multiplier

  • volume_multiplier (float): [Read-Write] A volume multiplier to apply to sounds generated by this component

adjust_attenuation(attenuation_settings)None

Modify the attenuation settings of the audio component

Parameters

attenuation_settings (SoundAttenuationSettings) –

adjust_volume(adjust_volume_duration, adjust_volume_level, fade_curve=AudioFaderCurve.LINEAR)None

This will allow one to adjust the volume of an AudioComponent on the fly

Parameters
property allow_spatialization

[Read-Write] Overrides spatialization enablement in either the attenuation asset or on this audio component’s attenuation settings override.

Type

(bool)

property attenuation_overrides

[Read-Write] If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component

Type

(SoundAttenuationSettings)

property attenuation_settings

[Read-Write] If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component

Type

(SoundAttenuation)

property auto_attach_location_rule

[Read-Write] Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment, EAttachmentRule:

Type

(AttachmentRule)

property auto_attach_parent

[Read-Only] Component we automatically attach to when activated, if bAutoManageAttachment is true. If null during registration, we assign the existing AttachParent and defer attachment until we activate. bAutoManageAttachment:

Type

(SceneComponent)

property auto_attach_rotation_rule

[Read-Write] Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment, EAttachmentRule:

Type

(AttachmentRule)

property auto_attach_scale_rule

[Read-Write] Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment, EAttachmentRule:

Type

(AttachmentRule)

property auto_attach_socket_name

[Read-Write] Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment:

Type

(Name)

property auto_manage_attachment

[Read-Only] True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent’s WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don’t actually activate even if bAutoActivate is true. AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType:

Type

(bool)

property concurrency_set

[Read-Write] What sound concurrency rules to use for sounds generated by this audio component

Type

(Set(SoundConcurrency))

property enable_low_pass_filter

[Read-Write] Whether or not to apply a low-pass filter to the sound that plays in this audio component.

Type

(bool)

property envelope_follower_attack_time

[Read-Write] The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.

Type

(int32)

property envelope_follower_release_time

[Read-Write] The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.

Type

(int32)

fade_in(fade_in_duration, fade_volume_level=1.0, start_time=0.0, fade_curve=AudioFaderCurve.LINEAR)None

This can be used in place of “play” when it is desired to fade in the sound over time.

If FadeTime is 0.0, the change in volume is instant. If FadeTime is > 0.0, the multiplier will be increased from 0 to FadeVolumeLevel over FadeIn seconds.

Parameters
  • fade_in_duration (float) – how long it should take to reach the FadeVolumeLevel

  • fade_volume_level (float) – the percentage of the AudioComponents’s calculated volume to fade to

  • start_time (float) –

  • fade_curve (AudioFaderCurve) –

fade_out(fade_out_duration, fade_volume_level, fade_curve=AudioFaderCurve.LINEAR)None

This is used in place of “stop” when it is desired to fade the volume of the sound before stopping.

If FadeTime is 0.0, this is the same as calling Stop(). If FadeTime is > 0.0, this will adjust the volume multiplier to FadeVolumeLevel over FadeInTime seconds and then stop the sound.

Parameters
  • fade_out_duration (float) – how long it should take to reach the FadeVolumeLevel

  • fade_volume_level (float) – the percentage of the AudioComponents’s calculated volume in which to fade to

  • fade_curve (AudioFaderCurve) –

get_attenuation_settings_to_apply() → SoundAttenuationSettings or None

BP Get Attenuation Settings to Apply

Returns

out_attenuation_settings (SoundAttenuationSettings):

Return type

SoundAttenuationSettings or None

get_cooked_envelope_data() → float or None

Retrieves the current-time cooked envelope data of the playing audio component. Cooked data is interpolated and averaged across all playing sound waves. Returns true if there is data and the audio component is playing.

Returns

out_envelope_data (float):

Return type

float or None

get_cooked_envelope_data_for_all_playing_sounds() → Array(SoundWaveEnvelopeDataPerSound) or None

Retrieves the current-time envelope data of the sounds playing audio component. Envelope data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing.

Returns

out_envelope_data (Array(SoundWaveEnvelopeDataPerSound)):

Return type

Array(SoundWaveEnvelopeDataPerSound) or None

get_cooked_fft_data(frequencies_to_get) → Array(SoundWaveSpectralData) or None

Retrieves the current-time cooked spectral data of the sounds playing on the audio component. Spectral data is averaged and interpolated for all playing sounds on this audio component. Returns true if there is data and the audio component is playing.

Parameters

frequencies_to_get (Array(float)) –

Returns

out_sound_wave_spectral_data (Array(SoundWaveSpectralData)):

Return type

Array(SoundWaveSpectralData) or None

get_cooked_fft_data_for_all_playing_sounds() → Array(SoundWaveSpectralDataPerSound) or None

Retrieves the current-time cooked spectral data of the sounds playing audio component. Spectral data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing.

Returns

out_sound_wave_spectral_data (Array(SoundWaveSpectralDataPerSound)):

Return type

Array(SoundWaveSpectralDataPerSound) or None

get_play_state()AudioComponentPlayState

Returns the enumerated play states of the audio component.

Returns

Return type

AudioComponentPlayState

has_cooked_amplitude_envelope_data()bool

Queries if the sound wave playing in this audio component has cooked amplitude analyses.

Returns

Return type

bool

has_cooked_fft_data()bool

Queries if the sound wave playing in this audio component has cooked FFT data.

Returns

Return type

bool

property instance_parameters

[Read-Write] Array of per-instance parameters for this AudioComponent.

Type

(Array(AudioComponentParam))

is_playing()bool

Returns if the sound playing any audio. Doesn’t indicate the play state. Use GetPlayState() to get the actual play state.

Returns

Return type

bool

property is_ui_sound

[Read-Write] Whether or not this sound plays when the game is paused in the UI

Type

(bool)

is_virtualized()bool

Returns if the sound is virtualized.

Returns

Return type

bool

property low_pass_filter_frequency

[Read-Write] The frequency of the lowpass filter (in hertz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.

Type

(float)

property modulation_routing

[Read-Write] Modulation Routing

Type

(SoundModulationDefaultRoutingSettings)

property on_audio_finished

[Read-Write] called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

Type

(OnAudioFinished)

property on_audio_multi_envelope_value

[Read-Write] On Audio Multi Envelope Value

Type

(OnAudioMultiEnvelopeValue)

property on_audio_play_state_changed

[Read-Write] Called when PlayState changes

Type

(OnAudioPlayStateChanged)

property on_audio_playback_percent

[Read-Write] Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. Computed as samples played divided by total samples, taking into account pitch. Not currently implemented on all platforms.

Type

(OnAudioPlaybackPercent)

property on_audio_single_envelope_value

[Read-Write] On Audio Single Envelope Value

Type

(OnAudioSingleEnvelopeValue)

property on_audio_virtualization_changed

[Read-Write] Called when virtualization state changes

Type

(OnAudioVirtualizationChanged)

property override_attenuation

[Read-Write] Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.

Type

(bool)

property override_priority

[Read-Write] Override Priority

Type

(bool)

property override_subtitle_priority

[Read-Write] Whether or not to override the sound’s subtitle priority.

Type

(bool)

property pitch_modulation_max

[Read-Write] The upper bound to use when randomly determining a pitch multiplier

Type

(float)

property pitch_modulation_min

[Read-Write] The lower bound to use when randomly determining a pitch multiplier

Type

(float)

property pitch_multiplier

[Read-Write] A pitch multiplier to apply to sounds generated by this component

Type

(float)

property pitch_multiplier_max

‘pitch_multiplier_max’ was renamed to ‘pitch_modulation_max’.

Type

deprecated

property pitch_multiplier_min

‘pitch_multiplier_min’ was renamed to ‘pitch_modulation_min’.

Type

deprecated

play(start_time=0.0)None

Start a sound playing on an audio component

Parameters

start_time (float) –

play_quantized(world_context_object, clock_handle, quantization_boundary, delegate, start_time=0.000000, fade_in_duration=0.000000, fade_volume_level=1.000000, fade_curve=AudioFaderCurve.LINEAR) -> (clock_handle=QuartzClockHandle, quantization_boundary=QuartzQuantizationBoundary)

Start a sound playing on an audio component on a given quantization boundary with the handle to an existing clock

Parameters
Returns

clock_handle (QuartzClockHandle):

quantization_boundary (QuartzQuantizationBoundary):

Return type

tuple

property priority

[Read-Write] A priority value that is used for sounds that play on this component that scales against final output volume.

Type

(float)

set_audio_bus_send_post_effect(audio_bus, source_bus_send_level)None
Sets how much audio the sound should send to the given Audio Bus (POST Source Effects).

if the Audio Bus Send doesn’t already exist, it will be added to the overrides on the active sound

Parameters
set_audio_bus_send_pre_effect(audio_bus, audio_bus_send_level)None
Sets how much audio the sound should send to the given Audio Bus (PRE Source Effects).

if the Bus Send doesn’t already exist, it will be added to the overrides on the active sound

Parameters
set_bool_parameter(name, bool)None

Set a boolean instance parameter for use in sound cues played by this audio component

Parameters
set_float_parameter(name, float)None

Set a float instance parameter for use in sound cues played by this audio component

Parameters
set_int_parameter(name, int)None

Set an integer instance parameter for use in sound cues played by this audio component

Parameters
  • name (Name) –

  • int (int32) –

set_low_pass_filter_enabled(low_pass_filter_enabled)None

Sets whether or not the low pass filter is enabled on the audio component.

Parameters

low_pass_filter_enabled (bool) –

set_low_pass_filter_frequency(low_pass_filter_frequency)None

Sets lowpass filter frequency of the audio component.

Parameters

low_pass_filter_frequency (float) –

set_paused(pause)None

Pause an audio component playing its sound cue, issue any delegates if needed

Parameters

pause (bool) –

set_pitch_multiplier(new_pitch_multiplier)None

Set a new pitch multiplier

Parameters

new_pitch_multiplier (float) –

set_sound(new_sound)None

Set what sound is played by this component

Parameters

new_sound (SoundBase) –

set_source_bus_send_post_effect(sound_source_bus, source_bus_send_level)None
Sets how much audio the sound should send to the given Source Bus (POST Source Effects).

if the Bus Send doesn’t already exist, it will be added to the overrides on the active sound

Parameters
set_source_bus_send_pre_effect(sound_source_bus, source_bus_send_level)None
Sets how much audio the sound should send to the given Source Bus (PRE Source Effects).

if the Bus Send doesn’t already exist, it will be added to the overrides on the active sound

Parameters
set_submix_send(submix, send_level)None

Sets how much audio the sound should send to the given submix.

Parameters
set_ui_sound(ui_sound)None

Set whether sounds generated by this audio component should be considered UI sounds

Parameters

ui_sound (bool) –

set_volume_multiplier(new_volume_multiplier)None

Set a new volume multiplier

Parameters

new_volume_multiplier (float) –

set_wave_parameter(name, wave)None

Set a sound wave instance parameter for use in sound cues played by this audio component

Parameters
property sound

[Read-Write] The sound to be played

Type

(SoundBase)

property source_effect_chain

[Read-Write] Source Effect Chain

Type

(SoundEffectSourcePresetChain)

stop()None

Stop an audio component’s sound, issue any delegates if needed

stop_delayed(delay_time)None

Cues request to stop sound after the provided delay (In Seconds), stopping immediately if delay is zero or negative

Parameters

delay_time (float) –

property subtitle_priority

[Read-Write] Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.

Type

(float)

property suppress_subtitles

[Read-Write] If true, subtitles in the sound data will be ignored.

Type

(bool)

property volume_modulation_max

[Read-Write] The upper bound to use when randomly determining a volume multiplier

Type

(float)

property volume_modulation_min

[Read-Write] The lower bound to use when randomly determining a volume multiplier

Type

(float)

property volume_multiplier

[Read-Write] A volume multiplier to apply to sounds generated by this component

Type

(float)

property volume_multiplier_max

‘volume_multiplier_max’ was renamed to ‘volume_modulation_max’.

Type

deprecated

property volume_multiplier_min

‘volume_multiplier_min’ was renamed to ‘volume_modulation_min’.

Type

deprecated