Actions
Activate Control Bus |
Activates a modulation bus. Does nothing if an instance of the provided bus is already active Target is Audio Modulation Statics |
Activate Control Bus Mix |
Activates a bus modulator mix. Does nothing if an instance of the provided bus mix is already active Target is Audio Modulation Statics |
Activate Modulation Generator |
Activates a modulation generator. Does nothing if an instance of the provided generator is already active Target is Audio Modulation Statics |
Activate Reverb Effect |
Activates a Reverb Effect without the need for an Audio Volume Target is Gameplay Statics |
Are Any Listeners Within Range |
Determines if any audio listeners are within range of the specified location Target is Gameplay Statics |
Clear Sound Mix Class Override |
Clears any existing override of the Sound Class Adjuster in the given Sound Mix Target is Gameplay Statics |
Clear Sound Mix Modifiers |
Clear all sound mix modifiers from the audio system Target is Gameplay Statics |
Create Control Bus |
Creates a modulation bus with the provided default value. Target is Audio Modulation Statics |
Create Control Bus Mix |
Creates a modulation bus mix, with a bus channel set to the provided target value Target is Audio Modulation Statics |
Create Control Bus Mix Stage |
Creates a stage used to mix a control bus. Target is Audio Modulation Statics |
Create Sound 2D |
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 |
Deactivate Control Bus |
Deactivates a bus. Does nothing if the provided bus is already inactive Target is Audio Modulation Statics |
Deactivate Control Bus Mix |
Deactivates a modulation bus mix. Does nothing if an instance of the provided bus mix is already inactive Target is Audio Modulation Statics |
Deactivate Control Bus Modulator |
Deactivates a modulation generator. Does nothing if an instance of the provided generator is already inactive Target is Audio Modulation Statics |
Deactivate Reverb Effect |
Deactivates a Reverb Effect that was applied outside of an Audio Volume Target is Gameplay Statics |
Get Closest Listener Location |
Finds and returns the position of the closest listener to the specified location Target is Gameplay Statics |
Get Current Reverb Effect |
Returns the highest priority reverb settings currently active from any source (Audio Volumes or manual settings). Target is Gameplay Statics |
Get Max Audio Channel Count |
Retrieves the max voice count currently used by the audio engine. Target is Gameplay Statics |
Load Control Bus Mix From Profile |
Loads control bus mix from a profile into UObject mix definition, deserialized from an ini file. Target is Audio Modulation Statics |
Play Dialogue 2D |
Plays a dialogue directly with no attenuation, perfect for UI.
Target is Gameplay Statics |
Play Dialogue at Location |
Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point. Target is Gameplay Statics |
Play Sound 2D |
Plays a sound directly with no attenuation, perfect for UI sounds.
Target is Gameplay Statics |
Play Sound at Location |
Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point. Target is Gameplay Statics |
Pop Sound Mix Modifier |
Pop a sound mix modifier from the audio system Target is Gameplay Statics |
Prime All Sounds in Sound Class |
Primes the sound sound waves in the given USoundClass, caching the first chunk of streamed audio. * Target is Gameplay Statics |
Prime Sound |
Primes the sound, caching the first chunk of streamed audio. Target is Gameplay Statics |
Push Sound Mix Modifier |
Push a sound mix modifier onto the audio system Target is Gameplay Statics |
Save Control Bus Mix to Profile |
Saves control bus mix to a profile, serialized to an ini file. If mix is loaded, uses current proxy's state. If not, uses default UObject representation. Target is Audio Modulation Statics |
Set Base Sound Mix |
Set the sound mix of the audio system for special EQing Target is Gameplay Statics |
Set Control Bus Mix |
Sets a Control Bus Mix with the provided channel data, if the channels are provided in an active instance proxy of the mix. Does not update UObject definition of the mix. Target is Audio Modulation Statics |
Set Control Bus Mix By Filter |
Sets filtered stages of a given class to a provided target value for active instance of mix. Does not update UObject definition of mix. Target is Audio Modulation Statics |
Set Global Listener Focus Parameters |
Sets the global listener focus parameters, which will scale focus behavior of sounds based on their focus azimuth settings in their attenuation settings.
Target is Gameplay Statics |
Set Global Pitch Modulation |
Sets a global pitch modulation scalar that will apply to all non-UI sounds
Target is Gameplay Statics |
Set Max Audio Channels Scaled |
Sets the max number of voices (also known as "channels") dynamically by percentage. E.g. if you want to temporarily reduce voice count by 50%, use 0.50. Later, you can return to the original max voice count by using 1.0. Target is Gameplay Statics |
Set Sound Class Distance Scale |
Linearly interpolates the attenuation distance scale value from it's current attenuation distance override value (1.0f it not overridden) to its new attenuation distance override, over the given amount of time
Target is Gameplay Statics |
Set Sound Mix Class Override |
Overrides the sound class adjuster in the given sound mix. If the sound class does not exist in the input sound mix, the sound class adjuster will be added to the list of active sound mix modifiers. Target is Gameplay Statics |
Set Submix Output Volume |
Sets the output volume of the submix. This dynamic volume acts as a multiplier on the OutputVolume property of this submix. Target is Sound Submix |
Spawn Dialogue 2D |
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.
Target is Gameplay Statics |
Spawn Dialogue at Location |
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. This function allows users to create and play Audio Components at a specific World Location and Rotation. Useful for spatialized and/or distance-attenuated dialogue. Target is Gameplay Statics |
Spawn Dialogue Attached |
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. This function allows users to create and play Audio Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated dialogue that needs to follow another object in space. Target is Gameplay Statics |
Spawn Sound 2D |
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.
Target is Gameplay Statics |
Spawn Sound at Location |
Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point. Target is Gameplay Statics |
Spawn Sound Attached |
This function allows users to create and play Audio Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated sounds that need to follow another object in space. Target is Gameplay Statics |
Un Retain All Sounds in Sound Class |
Iterate through all soundwaves an release and handles to retained chunks. (if the chunk is not being played, the chunk will be up for eviction) * Target is Gameplay Statics |
Update Control Bus Mix |
Commits updates from a UObject definition of a bus mix to active instance in audio thread (ignored if mix has not been activated). Target is Audio Modulation Statics |
Update Modulator |
Commits updates from a UObject definition of a modulator (e.g. Bus, Bus Mix, LFO) to active instance in audio thread (ignored if modulator type has not been activated). Target is Audio Modulation Statics |
Categories
Analysis |
Analysis |
Bounce |
Bounce |
Bus |
Bus |
Cache |
Cache |
Components |
Components |
Effects |
Effects |
Envelope Following |
Envelope Following |
Modulation |
Modulation |
OSC |
OSC |
Recording |
Recording |
Spectrum |
Spectrum |
Subtitles |
Subtitles |
Voice |
Voice |