Audio

Audio

Choose your operating system:

Windows

macOS

Linux

On this page

Actions

Activate Control Bus

Manually activates a modulation bus. If called, deactivation will only occur if bus is manually deactivated or destroyed (i.e. will not deactivate when all references become inactive).

Target is Audio Modulation Statics

Activate Control Bus Mix

Manually activates a bus modulator mix. If called, deactivation will only occur if mix is manually deactivated and not referenced or destroyed (i.e. will not deactivate when all references become inactive).

Target is Audio Modulation Statics

Activate Modulation Generator

Manually activates a modulation generator. If called, deactivation will only occur if generator is manually deactivated and not referenced or destroyed (i.e. will not deactivate when all references become inactive).

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

Audio Input Device Info To String

Returns the device info in a human readable format

Target is Audio Capture Blueprint Library

Audio Output Device Info To String

Returns the device info in a human readable format

Target is Audio Mixer Blueprint Library

Clear All Global Control Bus Mix Values

Clears all global control bus mix values if set, using the applied fade time to return all to their respective bus's parameter default value.

Target is Audio Modulation Statics

Clear Global Control Bus Mix Value

Clears global control bus mix if set, using the applied fade time to return to the provided bus's parameter default value.

Target is Audio Modulation 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 stage 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 Modulation Generator

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 Available Audio Input Devices

Gets information about all audio output devices available in the system

Target is Audio Capture Blueprint Library

Get Available Audio Output Devices

Gets information about all audio output devices available in the system

Target is Audio Mixer Blueprint Library

Get Closest Listener Location

Finds and returns the position of the closest listener to the specified location

Target is Gameplay Statics

Get Current Audio Output Device Name

Gets information about the currently used audio output device

Target is Audio Mixer Blueprint Library

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

Get Sound Asset Compression Type

Returns the sound's asset compression type.

Target is Sound Wave

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.

  • Fire and Forget.

  • Not Replicated.

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.

  • Fire and Forget.

  • Not Replicated.

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 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 stage data, if the stages 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 Control Bus Mix Value

Sets a Global Control Bus Mix with a single stage associated with the provided Bus to the given float value. This call should be reserved for buses that are to be always active. It is NOT recommended for transient buses, as not calling clear can keep buses active indefinitely.

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.

  • Fire and Forget.

  • Not Replicated.

Target is Gameplay Statics

Set Global Pitch Modulation

Sets a global pitch modulation scalar that will apply to all non-UI sounds

  • Fire and Forget.

  • Not Replicated.

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 Asset Compression Type

Procedurally set the compression type.

Target is Sound Wave

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

  • Fire and Forget.

  • Not Replicated.

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

SetSubmixDryLevel (linear gain)

Sets the output volume of the submix in linear gain. This dynamic level acts as a multiplier on the DryLevel property of this submix.

Target is Sound Submix

SetSubmixOutputVolume (linear gain)

Sets the output volume of the submix in linear gain. This dynamic volume acts as a multiplier on the OutputVolume property of this submix.

Target is Sound Submix

SetSubmixWetLevel (linear gain)

Sets the output volume of the submix in linear gain. This dynamic level acts as a multiplier on the WetLevel 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.

  • Not Replicated.

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.

  • Not Replicated.

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

Swap Audio Output Device

Hotswaps to the requested audio output device

Target is Audio Mixer Blueprint Library

Un Retain All Sounds in Sound Class

Iterate through all sound waves and releases handles to retained chunks. (If the chunk is not being played it 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, Generator) 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

Parameter

Parameter

Recording

Recording

Spectrum

Spectrum

Subtitles

Subtitles

Voice

Voice