UGameplayStatics::PlaySoundAtLocation

Plays a sound at the given location.

Choose your operating system:

Windows

macOS

Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h

Include

#include "Kismet/GameplayStatics.h"

Source

/Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp

Syntax

static void PlaySoundAtLocation
(
    const UObject * WorldContextObject,
    USoundBase * Sound,
    FVector Location,
    FRotator Rotation,
    float VolumeMultiplier,
    float PitchMultiplier,
    float StartTime,
    class USoundAttenuation * AttenuationSettings,
    USoundConcurrency * ConcurrencySettings,
    const AActor * OwningActor,
    UInitialActiveSoundParams * InitialParams
)

Remarks

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.

Parameters

Parameter

Description

Sound

sound to play

Location

World position to play sound at

Rotation

World rotation to play sound at

VolumeMultiplier

A linear scalar multiplied with the volume, in order to make the sound louder or softer.

PitchMultiplier

A linear scalar multiplied with the pitch.

StartTime

How far in to the sound to begin playback at

AttenuationSettings

Override attenuation settings package to play sound with

ConcurrencySettings

Override concurrency settings package to play sound with

OwningActor

The actor to use as the "owner" for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner.