Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
Include |
#include "Kismet/GameplayStatics.h" |
Source |
/Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
static UAudioComponent * SpawnDialogue2D
(
const UObject * WorldContextObject,
UDialogueWave * Dialogue,
const struct FDialogueContext & Context,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
bool bAutoDestroy
)
Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. Audio Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Audio Component.
Not Replicated.
An audio component to manipulate the spawned sound
Parameter |
Description |
---|---|
Dialogue |
dialogue to play |
Context |
context the dialogue is to play in |
VolumeMultiplier |
A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
PitchMultiplier |
A linear scalar multiplied with the pitch. |
StartTime |
How far in to the dialogue to begin playback at |
bAutoDestroy |
Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |