- class unreal.GranularSynth(outer=None, name='None')¶
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location(bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent
absolute_rotation(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent
absolute_scale(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent
allow_spatialization(bool): [Read-Write] Allow Spatialization: Is this audio component allowed to be spatialized?
asset_user_data(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the component
attenuation_overrides(SoundAttenuationSettings): [Read-Write] Attenuation Overrides: If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component
attenuation_settings(SoundAttenuation): [Read-Write] Attenuation Settings: If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component
auto_activate(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.
bus_sends(Array(SoundSourceBusSendInfo)): [Read-Write] Bus Sends: This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed.
can_ever_affect_navigation(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation
component_tags(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
concurrency_set(Set(SoundConcurrency)): [Read-Write] Concurrency Set: What sound concurrency to use for sounds generated by this audio component
detail_mode(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.
editable_when_inherited(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class
enable_base_submix(bool): [Read-Write] Enable Base Submix: If enabled, sound will route to the Master Submix by default or to the Base Submix if defined. If disabled, sound will route ONLY to the Submix Sends and/or Bus Sends
enable_bus_sends(bool): [Read-Write] Enable Bus Sends: Whether or not to enable sending this audio’s output to buses.
enable_submix_sends(bool): [Read-Write] Enable Submix Sends: Whether or not to enable Submix Sends other than the Base Submix.
envelope_follower_attack_time(int32): [Read-Write] Envelope Follower Attack Time: The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.
envelope_follower_release_time(int32): [Read-Write] Envelope Follower Release Time: The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.
hidden_in_game(bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.
is_editor_only(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds
is_ui_sound(bool): [Read-Write] Is UISound: Whether or not this sound plays when the game is paused in the UI
mobility(ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
on_audio_envelope_value(OnSynthEnvelopeValue): [Read-Write] On Audio Envelope Value
on_component_activated(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset
on_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated
override_attenuation(bool): [Read-Write] Override Attenuation: Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties
physics_volume_changed_delegate(PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *
pre_effect_bus_sends(Array(SoundSourceBusSendInfo)): [Read-Write] Pre Effect Bus Sends: This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed.
primary_component_tick(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component
relative_location(Vector): [Read-Write] Relative Location: Location of the component relative to its parent
relative_rotation(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent
relative_scale3d(Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)
replicates(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
should_update_physics_volume(bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()
sound_class(SoundClass): [Read-Write] Sound Class: Sound class this sound belongs to
sound_submix(SoundSubmixBase): [Read-Write] Sound Submix: Submix this sound belongs to
sound_submix_sends(Array(SoundSubmixSendInfo)): [Read-Write] Sound Submix Sends: An array of submix sends. Audio from this sound will send a portion of its audio to these effects.
source_effect_chain(SoundEffectSourcePresetChain): [Read-Write] Source Effect Chain: The source effect chain to use for this sound.
use_attach_parent_bound(bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
visible(bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- note_on(note, velocity, duration=- 1.000000) None ¶
- set_grain_duration(base_duration_msec, duration_range=[0.000000, 0.000000]) None ¶
Set Grain Duration
- set_grain_envelope_type(envelope_type) None ¶
Set Grain Envelope Type
envelope_type (GranularSynthEnvelopeType) –
- set_grain_pan(base_pan, pan_range=[0.000000, 0.000000]) None ¶
Set Grain Pan
- set_grain_pitch(base_pitch, pitch_range=[0.000000, 0.000000]) None ¶
Set Grain Pitch
- set_grain_probability(grain_probability) None ¶
Set Grain Probability
grain_probability (float) –
- set_grain_volume(base_volume, volume_range=[0.000000, 0.000000]) None ¶
Set Grain Volume
- set_grains_per_second(grains_per_second) None ¶
Set Grains Per Second
grains_per_second (float) –
- set_playhead_time(position_sec, lerp_time_sec=0.000000, seek_type=GranularSynthSeekType.FROM_BEGINNING) None ¶
Set Playhead Time
- set_release_time_msec(release_time_msec) None ¶
Set Release Time Msec
release_time_msec (float) –
- set_sound_wave(sound_wave) None ¶
This will override the current sound wave if one is set, stop audio, and reload the new sound wave
sound_wave (SoundWave) –