Break SoundAttenuationSettings

Break SoundAttenuationSettings

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Adds a node that breaks a 'SoundAttenuationSettings' into its member fields

Break SoundAttenuationSettings
Sound Attenuation Settings
Enable Volume Attenuation
Enable Spatialization
Enable Air Absorption
Enable Listener Focus
Enable Focus Interpolation
Enable Occlusion
Use Complex Collision For Occlusion
Enable Reverb Send
Enable Priority Attenuation
Normalize 3D Stereo Sounds
Enable Log Frequency Scaling
Enable Submix Send
Spatialization Method
Binaural Radius
0.0
Absorption Method
Occlusion Trace Channel
Reverb Send Method
Priority Attenuation Method
Non- Spatialized Radius
0.0
3D Stereo Spread
0.0
Min Distance Range
0.0
Max Distance Range
0.0
Custom Lowpass Air Absorption Curve
Custom Highpass Air Absorption Curve
Low Pass Cutoff Frequency Min
0.0
Low Pass Cutoff Frequency Max
0.0
High Pass Cutoff Frequency Min
0.0
High Pass Cutoff Frequency Max
0.0
Focus Azimuth
0.0
Non Focus Azimuth
0.0
Focus Distance Scale
0.0
Non Focus Distance Scale
0.0
Focus Priority Scale
0.0
Non Focus Priority Scale
0.0
Focus Volume Attenuation
0.0
Non Focus Volume Attenuation
0.0
Focus Attack Interp Speed
0.0
Focus Release Interp Speed
0.0
Occlusion Low Pass Filter Frequency
0.0
Occlusion Volume Attenuation
0.0
Occlusion Interpolation Time
0.0
Reverb Min Send Level
0.0
Reverb Max Send Level
0.0
Reverb Min Send Distance
0.0
Reverb Max Send Distance
0.0
Manual Reverb Send Level
0.0
Custom Reverb Send Curve
Submix Send Settings
Priority Attenuation at Min Distance
0.0
Priority Attenuation at Max Distance
0.0
Priority Attenuation Min Distance
0.0
Priority Attenuation Max Distance
0.0
Attenuation Priority
0.0
Custom Priority Attenuation Curve
Plugin Settings
Attenuation Function
Attenuation Shape
Attenuation at Max (D B)
0.0
Falloff Mode
Attenuation Shape Extents
X0.0
Y0.0
Z0.0
Cone Offset
0.0
Falloff Distance
0.0
Custom Attenuation Curve

Inputs

Sound Attenuation Settings
Sound Attenuation Settings Structure (by ref)

Outputs

Enable Volume Attenuation
Boolean

Allows distance-based volume attenuation.

Enable Spatialization
Boolean

Allows the source to be 3D spatialized.

Enable Air Absorption
Boolean

Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.

Enable Listener Focus
Boolean

Enable listener focus-based adjustments.

Enable Focus Interpolation
Boolean

Enables focus interpolation to smooth transition in and and of focus.

Enable Occlusion
Boolean

Enables realtime occlusion tracing.

Use Complex Collision For Occlusion
Boolean

Enables tracing against complex collision when doing occlusion traces.

Enable Reverb Send
Boolean

Enables adjusting reverb sends based on distance.

Enable Priority Attenuation
Boolean

Enables attenuation of sound priority based off distance.

Normalize 3D Stereo Sounds
Boolean

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.

Enable Log Frequency Scaling
Boolean

Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).

Enable Submix Send
Boolean

Enables submix sends based on distance.

Spatialization Method
ESoundSpatializationAlgorithm Enum

What method we use to spatialize the sound.

Binaural Radius
Float

What min radius to use to swap to non-binaural audio when a sound starts playing.

Absorption Method
EAirAbsorptionMethod Enum

What method to use to map distance values to frequency absorption values.

Occlusion Trace Channel
ECollisionChannel Enum

Which trace channel to use for audio occlusion checks.

Reverb Send Method
EReverbSendMethod Enum

What method to use to control master reverb sends

Priority Attenuation Method
EPriorityAttenuationMethod Enum

What method to use to control priority attenuation

Non- Spatialized Radius
Float

The distance below which a sound is non-spatialized (2D). This prevents near-field audio from flipping as audio crosses the listener's position.

3D Stereo Spread
Float

The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.

Min Distance Range
Float

The distance min range at which to apply an absorption LPF filter.

Max Distance Range
Float

The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values.

Custom Lowpass Air Absorption Curve
Runtime Float Curve Structure

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)

Custom Highpass Air Absorption Curve
Runtime Float Curve Structure

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)

Low Pass Cutoff Frequency Min
Float

The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

Low Pass Cutoff Frequency Max
Float

The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

High Pass Cutoff Frequency Min
Float

The range of the cutoff frequency (in Hz) of the highpass absorption filter.

High Pass Cutoff Frequency Max
Float

The range of the cutoff frequency (in Hz) of the highpass absorption filter.

Focus Azimuth
Float

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.

Non Focus Azimuth
Float

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.

Focus Distance Scale
Float

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.

Non Focus Distance Scale
Float

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.

Focus Priority Scale
Float

Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.

Non Focus Priority Scale
Float

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.

Focus Volume Attenuation
Float

Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.

Non Focus Volume Attenuation
Float

Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.

Focus Attack Interp Speed
Float

Scalar used to increase interpolation speed upwards to the target Focus value

Focus Release Interp Speed
Float

Scalar used to increase interpolation speed downwards to the target Focus value

Occlusion Low Pass Filter Frequency
Float

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.

Occlusion Volume Attenuation
Float

The amount of volume attenuation to apply to sounds which are occluded.

Occlusion Interpolation Time
Float

The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.

Reverb Min Send Level
Float

The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.

Reverb Max Send Level
Float

The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.

Reverb Min Send Distance
Float

The min distance to send to the master reverb.

Reverb Max Send Distance
Float

The max distance to send to the master reverb.

Manual Reverb Send Level
Float

The manual master reverb send level to use. Doesn't change as a function of distance.

Custom Reverb Send Curve
Runtime Float Curve Structure

The custom reverb send curve to use for distance-based send level.

Submix Send Settings
Array of Attenuation Submix Send Settings Structures

Set of submix send settings to use to send audio to submixes as a function of distance.

Priority Attenuation at Min Distance
Float

Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.

Priority Attenuation at Max Distance
Float

Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.

Priority Attenuation Min Distance
Float

The min distance to attenuate priority.

Priority Attenuation Max Distance
Float

The max distance to attenuate priority.

Attenuation Priority
Float

Static priority scalar to use (doesn't change as a function of distance).

Custom Priority Attenuation Curve
Runtime Float Curve Structure

The custom curve to use for distance-based priority attenuation.

Plugin Settings
Sound Attenuation Plugin Settings Structure

Sound attenuation plugin settings to use with sounds that play with this attenuation setting.

Attenuation Function
EAttenuationDistanceModel Enum

The type of attenuation as a function of distance to use.

Attenuation Shape
EAttenuationShape Enum

The shape of the non-custom attenuation method.

Attenuation at Max (D B)
Float

The attenuation volume at the falloff distance in decibels (Only for 'Natural Sound' Distance Algorithm).

Falloff Mode
ENaturalSoundFalloffMode Enum

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). */

Attenuation Shape Extents
Vector

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

Cone Offset
Float

The distance back from the sound's origin to begin the cone when using the cone attenuation shape.

Falloff Distance
Float

The distance over which volume attenuation occurs.

Custom Attenuation Curve
Runtime Float Curve Structure

The custom volume attenuation curve to use.

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