UGameplayStatics::SpawnSoundAtLocation

Spawns a sound at the given location.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h

Include

#include "Kismet/GameplayStatics.h"

Source

/Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp

Syntax

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
)

Remarks

Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.

Returns

An audio component to manipulate the spawned sound

Parameters

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

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