This function allows users to create Audio Components in advance of playback with settings specifically for non-spatialized, non-distance-attenuated sounds. Audio Components created using this function by default will not have Spatialization applied.
Target is Gameplay Statics
Select Asset
1.000000
1.000000
0.000000
Select Asset
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In
Exec
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Sound
Sound Base Object Reference
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Sound to create. |
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Volume Multiplier
Float
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A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
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Pitch Multiplier
Float
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A linear scalar multiplied with the pitch. |
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Start Time
Float
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How far into the sound to begin playback at |
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Concurrency Settings
Sound Concurrency Object Reference
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Override concurrency settings package to play sound with |
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Persist Across Level Transition
Boolean
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Auto Destroy
Boolean
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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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Out
Exec
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Return Value
Audio Component Object Reference
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An audio component to manipulate the created sound |