unreal.SoundModWave

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

Bases: unreal.SoundWaveProcedural

Sound Mod Wave

C++ Source:

  • Plugin: SoundMod

  • Module: SoundMod

  • File: SoundModWave.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_data (AssetImportData): [Read-Only] Asset Import Data

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

  • attenuation_settings (SoundAttenuation): [Read-Write] Attenuation settings package for the sound

  • bus_sends (Array(SoundSourceBusSendInfo)): [Read-Write] This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed.

  • bypass_volume_scale_for_priority (bool): [Read-Write] Bypass volume weighting priority upon evaluating whether sound should remain active when max channel count is met (See platform Audio Settings).

  • comment (str): [Read-Write] Provides contextual information for the sound to the translator.

  • compression_quality (int32): [Read-Write] Platform agnostic compression quality. 1..100 with 1 being best compression and 100 being best quality.

  • concurrency_overrides (SoundConcurrencySettings): [Read-Write] If Override Concurrency is true, concurrency settings to use.

  • concurrency_set (Set(SoundConcurrency)): [Read-Write] Set of concurrency settings to observe (if override is set to false). Sound must pass all concurrency settings to play.

  • curves (CurveTable): [Read-Write] Curves associated with this sound wave

  • debug (bool): [Read-Write] When “au.debug.Sounds -debug” has been specified, draw this sound’s attenuation shape when the sound is audible. For debugging purpose only.

  • duration (float): [Read-Only] Duration of sound in seconds.

  • enable_amplitude_envelope_analysis (bool): [Read-Write] Whether or not to enable cook-time amplitude envelope analysis.

  • enable_baked_fft_analysis (bool): [Read-Write] Whether or not to enable cook-time baked FFT analysis.

  • envelope_follower_attack_time (int32): [Read-Write] The attack time in milliseconds. Describes how quickly the envelope analyzer responds to increasing amplitudes.

  • envelope_follower_frame_size (int32): [Read-Write] How many audio frames to average a new envelope value. Larger values use less memory for audio envelope data but will result in lower envelope accuracy.

  • envelope_follower_release_time (int32): [Read-Write] The release time in milliseconds. Describes how quickly the envelope analyzer responds to decreasing amplitudes.

  • fft_analysis_attack_time (int32): [Read-Write] Attack time in milliseconds of the spectral envelope follower.

  • fft_analysis_frame_size (int32): [Read-Write] How many audio frames analyze at a time.

  • fft_analysis_release_time (int32): [Read-Write] Release time in milliseconds of the spectral envelope follower.

  • fft_size (SoundWaveFFTSize): [Read-Write] The FFT window size to use for fft analysis.

  • frequencies_to_analyze (Array(float)): [Read-Write] The frequencies (in hz) to analyze when doing baked FFT analysis.

  • initial_chunk_size (int32): [Read-Write] Use this to override how much audio data is loaded when this USoundWave is loaded.

  • is_ambisonics (bool): [Read-Write] Whether or not this source is ambisonics file format. If set, sound always uses the ‘Master Ambisonics Submix’ as set in the ‘Audio’ category of Project Settings’ and ignores submix if provided locally or in the referenced SoundClass.

  • loading_behavior (SoundWaveLoadingBehavior): [Read-Write] Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.

  • looping (bool): [Read-Write] If set, when played directly (not through a sound cue) the wave will be played looping.

  • manual_word_wrap (bool): [Read-Write] If set to true will disable automatic generation of line breaks - use if the subtitles have been split manually.

  • mature (bool): [Read-Write] If set to true if this sound is considered to contain mature/adult content.

  • max_distance (float): [Read-Only] The max distance of the asset, as determined by attenuation settings.

  • modulation_settings (SoundModulationDefaultRoutingSettings): [Read-Write] Modulation Settings

  • num_channels (int32): [Read-Only] Number of channels of multichannel data; 1 or 2 for regular mono and stereo files

  • output_to_bus_only (bool): [Read-Write] Whether or not to only send this audio’s output to a bus. If true, will not be this sound won’t be audible except through bus sends.

  • override_concurrency (bool): [Read-Write] Whether or not to override the sound concurrency object with local concurrency settings.

  • override_sound_to_use_for_analysis (SoundWave): [Read-Write] Specify a sound to use for the baked analysis. Will default to this USoundWave if not set.

  • pitch (float): [Read-Write] Playback pitch for sound.

  • pre_effect_bus_sends (Array(SoundSourceBusSendInfo)): [Read-Write] This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed.

  • priority (float): [Read-Write] Used to determine whether sound can play or remain active if channel limit is met, where higher value is higher priority (see platform’s Audio Settings ‘Max Channels’ property). Unless bypassed, value is weighted with the final volume of the sound to produce final runtime priority value.

  • sample_rate (int32): [Read-Only] Cached sample rate for displaying in the tools

  • sample_rate_quality (SoundwaveSampleRateSettings): [Read-Write] Quality of sample rate conversion for platforms that opt into resampling during cook. The sample rate for each enumeration is definable per platform in platform target settings.

  • seekable_streaming (bool): [Read-Write] Whether this sound supports seeking. This requires recooking with a codec which supports seekability and streaming.

  • single_line (bool): [Read-Write] If set to true the subtitles display as a sequence of single lines as opposed to multiline.

  • sound_class_object (SoundClass): [Read-Write] Sound class this sound belongs to

  • sound_group (SoundGroup): [Read-Write] Sound Group

  • sound_submix_object (SoundSubmixBase): [Read-Write] Submix to route sound output to. If unset, falls back to referenced SoundClass submix. If SoundClass submix is unset, sends to the ‘Master Submix’ as set in the ‘Audio’ category of Project Settings’.

  • sound_submix_sends (Array(SoundSubmixSendInfo)): [Read-Write] Array of submix sends to which a prescribed amount (see ‘Send Level’) of this sound is sent.

  • source_effect_chain (SoundEffectSourcePresetChain): [Read-Write] The source effect chain to use for this sound.

  • spoken_text (str): [Read-Write] A localized version of the text that is actually spoken phonetically in the audio.

  • streaming (bool): [Read-Write] Whether this sound can be streamed to avoid increased memory usage. If using Stream Caching, use Loading Behavior instead to control memory usage.

  • streaming_priority (int32): [Read-Write] Priority of this sound when streaming (lower priority streams may not always play)

  • subtitle_priority (float): [Read-Write] The priority of the subtitle.

  • subtitles (Array(SubtitleCue)): [Read-Write] Subtitle cues. If empty, use SpokenText as the subtitle. Will often be empty, as the contents of the subtitle is commonly identical to what is spoken.

  • total_samples (float): [Read-Only] Total number of samples (in the thousands). Useful as a metric to analyze the relative size of a given sound asset in content browser.

  • treat_file_as_looping_for_analysis (bool): [Read-Write] Whether or not we should treat the sound wave used for analysis (this or the override) as looping while performing analysis. A looping sound may include the end of the file for inclusion in analysis for envelope and FFT analysis.

  • virtualization_mode (VirtualizationMode): [Read-Write] Virtualization behavior, determining if a sound may revive and how it continues playing when culled or evicted (limited to looping sounds).

  • volume (float): [Read-Write] Playback volume of sound 0 to 1 - Default is 1.0.