unreal.AudioCurveSourceComponent
¶
-
class
unreal.
AudioCurveSourceComponent
(outer=None, name='None')¶ Bases:
unreal.AudioComponent
An audio component that also provides curves to drive animation
C++ Source:
Plugin: FacialAnimation
Module: FacialAnimation
File: AudioCurveSourceComponent.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 parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentallow_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 componentattenuation_overrides
(SoundAttenuationSettings): [Read-Write] If bOverrideSettings is true, the attenuation properties to use for sounds generated by this componentattenuation_settings
(SoundAttenuation): [Read-Write] If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this componentauto_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 navigationcomponent_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 componentcurve_source_binding_name
(Name): [Read-Write] Get the name that this curve source can be bound to by. Clients of this curve source will use this name to identify this source.curve_sync_offset
(float): [Read-Write] Offset in time applied to audio position when evaluating curvesdetail_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 classenable_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 buildsis_ui_sound
(bool): [Read-Write] Whether or not this sound plays when the game is paused in the UIlow_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 Routingon_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 earlyon_audio_multi_envelope_value
(OnAudioMultiEnvelopeValue): [Read-Write] On Audio Multi Envelope Valueon_audio_play_state_changed
(OnAudioPlayStateChanged): [Read-Write] Called when PlayState changeson_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 Valueon_audio_virtualization_changed
(OnAudioVirtualizationChanged): [Read-Write] Called when virtualization state changeson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedoverride_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 Priorityoverride_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 multiplierpitch_modulation_min
(float): [Read-Write] The lower bound to use when randomly determining a pitch multiplierpitch_multiplier
(float): [Read-Write] A pitch multiplier to apply to sounds generated by this componentprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentpriority
(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 parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_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 playedsound_class_override
(SoundClass): [Read-Write] Optional sound group this AudioComponent belongs tosource_effect_chain
(SoundEffectSourcePresetChain): [Read-Write] Source Effect Chainsubtitle_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 multipliervolume_modulation_min
(float): [Read-Write] The lower bound to use when randomly determining a volume multipliervolume_multiplier
(float): [Read-Write] A volume multiplier to apply to sounds generated by this component