FSoundModulationMixValue

Copyright Epic Games, Inc. All Rights Reserved.

Windows
MacOS
Linux

References

Module

AudioModulation

Header

/Engine/Plugins/Runtime/AudioModulation/Source/AudioModulation/Public/SoundModulationValue.h

Include

#include "SoundModulationValue.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FSoundModulationMixValue

Remarks

Copyright Epic Games, Inc. All Rights Reserved.

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

AttackTime

Time it takes (in sec) to interpolate from the parameter's default value to the mix value.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

ReleaseTime

Time it takes (in sec) to interpolate from the current mix value to the parameter's default value.

Public variable UProperty Category, EditAnywhere Transient

float

 

TargetUnitValue

Target value of the modulator (in units if provided).

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

TargetValue

Target value of the modulator.

Constructors

Name Description

Public function

FSoundModulationMixValue()

Public function

FSoundModulationMixValue

(
    float InValue,
    float InAttackTime,
    float InReleaseTime
)

Functions

Name Description

Public function Const

float

 

GetCurrentValue()

Current value lerping toward target

Public function

void

 

SetActiveFade

(
    EActiveFade InActiveFade,
    float InFadeTime
)

Public function

void

 

SetCurrentValue

(
    float InValue
)

Set current value (for resetting value state only as circumvents lerp, and may result in discontinuity).

Public function

void

 

Update

(
    double Elapsed
)

Enums

Name

Description

Public enum

EActiveFade

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