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 * SpawnSoundAtLocation
(
const UObject * WorldContextObject,
USoundBase * Sound,
FVector Location,
FRotator Rotation,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
class USoundAttenuation * AttenuationSettings,
USoundConcurrency * ConcurrencySettings,
bool bAutoDestroy
)
Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.
An audio component to manipulate the spawned sound
Parameter |
Description |
---|---|
Sound |
sound to play |
Location |
World position to play sound at |
Rotation |
World rotation to play sound at |
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 sound to begin playback at |
AttenuationSettings |
Override attenuation settings package to play sound with |
ConcurrencySettings |
Override concurrency settings package to play sound with |
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 |