FSoundClassProperties

Structure containing configurable properties of a sound class.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Sound/SoundClass.h

Include

#include "Sound/SoundClass.h"

Syntax

struct FSoundClassProperties

Remarks

Structure containing configurable properties of a sound class.

Variables

Name Description

Public variable

float

 

AttenuationDistanceScale

Distance scale to apply to sounds that play with this sound class.

Public variable

uint8: 1

 

bAlwaysPlay

Whether to inflate referencing sound's priority to always play.

Public variable

uint8: 1

 

bApplyAmbientVolumes

Whether the Interior/Exterior volume and LPF modifiers should be applied

Public variable

uint8: 1

 

bApplyEffects

Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds.

Public variable

uint8: 1

 

bCenterChannelOnly

Whether or not this sound class forces sounds to the center channel

Public variable

uint8: 1

 

bIsMusic

Whether or not this is music (propagates to child classes only if parent is true)

Public variable

uint8: 1

 

bIsUISound

Whether or not this sound plays when the game is paused in the UI

Public variable

uint8: 1

 

bReverb

Whether or not sounds referencing this class send to the reverb submix

Public variable

float

 

Default2DReverbSendAmount

Send amount to master reverb effect for referencing unattenuated (2D) sounds.

Public variable

TObjectPtr< USo...

 

DefaultSubmix

Default output submix of referencing sounds.

Public variable

float

 

LFEBleed

The amount of a sound to bleed to the LFE channel

Public variable

ESoundWaveLoadi...

 

LoadingBehavior

Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.

Public variable

float

 

LowPassFilterFrequency

Lowpass filter cutoff frequency

Public variable

FSoundModulatio...

 

ModulationSettings

Default modulation settings for sounds directly referencing this class

Public variable

TEnumAsByte< EA...

 

OutputTarget

Which output target the sound should be played through

Public variable

float

 

Pitch

Pitch multiplier.

Public variable

float

 

RadioFilterVolume

Volume of the radio filter effect.

Public variable

float

 

RadioFilterVolumeThreshold

Volume at which the radio filter kicks in

Public variable

float

 

VoiceCenterChannelVolume

The amount to send to center channel (does not propagate to child classes)

Public variable

float

 

Volume

Volume multiplier.

Constructors

Name Description

Public function

FSoundClassProperties()