This function allows users to create Audio Components with settings specifically for non-spatialized, non-distance-attenuated sounds. 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.
Target is Gameplay Statics
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In
Exec
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Sound
Sound Base Object Reference
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Sound to play. |
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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 in to 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 spawned sound |