unreal.MediaSoundComponent

class unreal.MediaSoundComponent(outer=None, name='None')

Bases: unreal.SynthComponent

Implements a sound component for playing a media player’s audio output.

C++ Source:

  • Module: MediaAssets

  • File: MediaSoundComponent.h

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

  • channels (MediaSoundChannels): [Read-Write] Channels: Media sound channel type.

  • 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.

  • dynamic_rate_adjustment (bool): [Read-Write] Dynamic Rate Adjustment: Dynamically adjust the sample rate if audio and media clock desynchronize.

  • 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

  • media_player (MediaPlayer): [Read-Write] Media Player: The media player asset associated with this component.

    This property is meant for design-time convenience. To change the associated media player at run-time, use the SetMediaPlayer method. see: SetMediaPlayer

  • 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

  • rate_adjustment_factor (float): [Read-Write] Rate Adjustment Factor: Factor for calculating the sample rate adjustment.

    If dynamic rate adjustment is enabled, this number is multiplied with the drift between the audio and media clock (in 100ns ticks) to determine the adjustment. that is to be multiplied into the current playrate.

  • rate_adjustment_range (FloatRange): [Read-Write] Rate Adjustment Range: The allowed range of dynamic rate adjustment.

    If dynamic rate adjustment is enabled, and the necessary adjustment falls outside of this range, audio samples will be dropped.

  • 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.

get_attenuation_settings_to_apply() SoundAttenuationSettings or None

Get the attenuation settings based on the current component settings.

Returns

true if attenuation settings were returned, false if attenuation is disabled.

out_attenuation_settings (SoundAttenuationSettings): Will contain the attenuation settings, if available.

Return type

SoundAttenuationSettings or None

get_envelope_value() float

Retrieves the current amplitude envelope.

Return type

float

get_media_player() MediaPlayer

Get the media player that provides the audio samples. see: SetMediaPlayer

Returns

The component’s media player, or nullptr if not set.

Return type

MediaPlayer

get_normalized_spectral_data()

Retrieves and normalizes the spectral data if spectral analysis is enabled.

Return type

Array(MediaSoundComponentSpectralData)

get_spectral_data()

Retrieves the spectral data if spectral analysis is enabled.

Return type

Array(MediaSoundComponentSpectralData)

set_enable_envelope_following(envelope_following) None

Turns on amplitude envelope following the audio in the media sound component.

Parameters

envelope_following (bool) –

set_enable_spectral_analysis(spectral_analysis_enabled) None

Turns on spectral analysis of the audio generated in the media sound component.

Parameters

spectral_analysis_enabled (bool) –

set_envelope_followingsettings(attack_time_msec, release_time_msec) None

Sets the envelope attack and release times (in ms).

Parameters
  • attack_time_msec (int32) –

  • release_time_msec (int32) –

set_media_player(new_media_player) None

Set the media player that provides the audio samples. see: GetMediaPlayer

Parameters

new_media_player (MediaPlayer) – The player to set.

set_spectral_analysis_settings(frequencies_to_analyze, fft_size=MediaSoundComponentFFTSize.MEDIUM_512) None

Sets the settings to use for spectral analysis.

Parameters