Adds a node that breaks a 'SoundAttenuationSettings' into its member fields
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Sound Attenuation Settings
Sound Attenuation Settings Structure (by ref)
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Enable Volume Attenuation
Boolean
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Allows distance-based volume attenuation. |
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Enable Spatialization
Boolean
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Allows the source to be 3D spatialized. |
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Enable Air Absorption
Boolean
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Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance. |
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Enable Listener Focus
Boolean
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Enable listener focus-based adjustments. |
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Enable Focus Interpolation
Boolean
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Enables focus interpolation to smooth transition in and and of focus. |
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Enable Occlusion
Boolean
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Enables realtime occlusion tracing. |
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Use Complex Collision For Occlusion
Boolean
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Enables tracing against complex collision when doing occlusion traces. |
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Enable Reverb Send
Boolean
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Enables adjusting reverb sends based on distance. |
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Enable Priority Attenuation
Boolean
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Enables attenuation of sound priority based off distance. |
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Normalize 3D Stereo Sounds
Boolean
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Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing. |
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Enable Log Frequency Scaling
Boolean
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Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear). |
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Enable Submix Send
Boolean
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Enables submix sends based on distance. |
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Spatialization Method
ESoundSpatializationAlgorithm Enum
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What method we use to spatialize the sound. |
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Binaural Radius
Float
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What min radius to use to swap to non-binaural audio when a sound starts playing. |
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Absorption Method
EAirAbsorptionMethod Enum
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What method to use to map distance values to frequency absorption values. |
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Occlusion Trace Channel
ECollisionChannel Enum
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Which trace channel to use for audio occlusion checks. |
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Reverb Send Method
EReverbSendMethod Enum
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What method to use to control master reverb sends |
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Priority Attenuation Method
EPriorityAttenuationMethod Enum
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What method to use to control priority attenuation |
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Non- Spatialized Radius
Float
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The distance below which a sound is non-spatialized (2D). This prevents near-field audio from flipping as audio crosses the listener's position. |
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3D Stereo Spread
Float
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The world-space distance between left and right stereo channels when stereo assets are 3D spatialized. |
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Min Distance Range
Float
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The distance min range at which to apply an absorption LPF filter. |
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Max Distance Range
Float
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The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values. |
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Custom Lowpass Air Absorption Curve
Runtime Float Curve Structure
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The normalized custom curve to use for the air absorption lowpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis) |
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Custom Highpass Air Absorption Curve
Runtime Float Curve Structure
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The normalized custom curve to use for the air absorption highpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis) |
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Low Pass Cutoff Frequency Min
Float
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The range of the cutoff frequency (in Hz) of the lowpass absorption filter. |
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Low Pass Cutoff Frequency Max
Float
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The range of the cutoff frequency (in Hz) of the lowpass absorption filter. |
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High Pass Cutoff Frequency Min
Float
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The range of the cutoff frequency (in Hz) of the highpass absorption filter. |
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High Pass Cutoff Frequency Max
Float
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The range of the cutoff frequency (in Hz) of the highpass absorption filter. |
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Focus Azimuth
Float
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Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus. |
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Non Focus Azimuth
Float
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Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus. |
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Focus Distance Scale
Float
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Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are. |
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Non Focus Distance Scale
Float
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Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are. |
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Focus Priority Scale
Float
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Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus. |
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Non Focus Priority Scale
Float
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Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus. |
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Focus Volume Attenuation
Float
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Amount to attenuate sounds that are in focus. Can be overridden at the sound-level. |
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Non Focus Volume Attenuation
Float
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Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level. |
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Focus Attack Interp Speed
Float
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Scalar used to increase interpolation speed upwards to the target Focus value |
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Focus Release Interp Speed
Float
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Scalar used to increase interpolation speed downwards to the target Focus value |
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Occlusion Low Pass Filter Frequency
Float
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The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter. |
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Occlusion Volume Attenuation
Float
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The amount of volume attenuation to apply to sounds which are occluded. |
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Occlusion Interpolation Time
Float
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The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded. |
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Reverb Min Send Level
Float
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The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance. |
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Reverb Max Send Level
Float
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The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance. |
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Reverb Min Send Distance
Float
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The min distance to send to the master reverb. |
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Reverb Max Send Distance
Float
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The max distance to send to the master reverb. |
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Manual Reverb Send Level
Float
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The manual master reverb send level to use. Doesn't change as a function of distance. |
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Custom Reverb Send Curve
Runtime Float Curve Structure
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The custom reverb send curve to use for distance-based send level. |
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Submix Send Settings
Array of Attenuation Submix Send Settings Structures
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Set of submix send settings to use to send audio to submixes as a function of distance. |
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Priority Attenuation at Min Distance
Float
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Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener. |
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Priority Attenuation at Max Distance
Float
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Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener. |
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Priority Attenuation Min Distance
Float
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The min distance to attenuate priority. |
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Priority Attenuation Max Distance
Float
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The max distance to attenuate priority. |
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Attenuation Priority
Float
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Static priority scalar to use (doesn't change as a function of distance). |
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Custom Priority Attenuation Curve
Runtime Float Curve Structure
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The custom curve to use for distance-based priority attenuation. |
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Plugin Settings
Sound Attenuation Plugin Settings Structure
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Sound attenuation plugin settings to use with sounds that play with this attenuation setting. |
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Attenuation Function
EAttenuationDistanceModel Enum
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The type of attenuation as a function of distance to use. |
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Attenuation Shape
EAttenuationShape Enum
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The shape of the non-custom attenuation method. |
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Attenuation at Max (D B)
Float
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The attenuation volume at the falloff distance in decibels (Only for 'Natural Sound' Distance Algorithm). |
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Falloff Mode
ENaturalSoundFalloffMode Enum
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Whether to continue attenuating, go silent, or hold last volume value when beyond falloff bounds and 'Attenuation At Max (dB)' is set to a value greater than -60dB. (Only for 'Natural Sound' Distance Algorithm). */ |
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Attenuation Shape Extents
Vector
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The dimensions to use for the attenuation shape. Interpretation of the values differ per shape. Sphere - X is Sphere Radius. Y and Z are unused Capsule - X is Capsule Half Height, Y is Capsule Radius, Z is unused Box - X, Y, and Z are the Box's dimensions Cone - X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle |
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Cone Offset
Float
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The distance back from the sound's origin to begin the cone when using the cone attenuation shape. |
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Falloff Distance
Float
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The distance over which volume attenuation occurs. |
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Custom Attenuation Curve
Runtime Float Curve Structure
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The custom volume attenuation curve to use. |