unreal.SoundAttenuationSettings

class unreal.SoundAttenuationSettings(distance_algorithm=AttenuationDistanceModel.LINEAR, attenuation_shape=AttenuationShape.SPHERE, d_b_attenuation_at_max=- 60.0, falloff_mode=NaturalSoundFalloffMode.CONTINUES, attenuation_shape_extents=[400.0, 0.0, 0.0], cone_offset=0.0, falloff_distance=3600.0, cone_sphere_radius=0.0, cone_sphere_falloff_distance=0.0, custom_attenuation_curve=[], attenuate=True, spatialize=True, attenuate_with_lpf=False, enable_listener_focus=False, enable_focus_interpolation=False, enable_occlusion=False, use_complex_collision_for_occlusion=False, enable_reverb_send=True, enable_priority_attenuation=False, apply_normalization_to_stereo_sounds=False, enable_log_frequency_scaling=False, enable_submix_sends=False, enable_source_data_override=False, spatialization_algorithm=SoundSpatializationAlgorithm.SPATIALIZATION_DEFAULT, binaural_radius=0.0, absorption_method=AirAbsorptionMethod.LINEAR, occlusion_trace_channel=CollisionChannel.ECC_VISIBILITY, reverb_send_method=ReverbSendMethod.LINEAR, priority_attenuation_method=PriorityAttenuationMethod.LINEAR, omni_radius=0.0, stereo_spread=200.0, lpf_radius_min=3000.0, lpf_radius_max=6000.0, custom_lowpass_air_absorption_curve=[], custom_highpass_air_absorption_curve=[], lpf_frequency_at_min=20000.0, lpf_frequency_at_max=20000.0, hpf_frequency_at_min=0.0, hpf_frequency_at_max=0.0, focus_azimuth=30.0, non_focus_azimuth=60.0, focus_distance_scale=1.0, non_focus_distance_scale=1.0, focus_priority_scale=1.0, non_focus_priority_scale=1.0, focus_volume_attenuation=1.0, non_focus_volume_attenuation=1.0, focus_attack_interp_speed=1.0, focus_release_interp_speed=1.0, occlusion_low_pass_filter_frequency=20000.0, occlusion_volume_attenuation=1.0, occlusion_interpolation_time=0.1, reverb_wet_level_min=0.3, reverb_wet_level_max=0.95, reverb_distance_min=400.0, reverb_distance_max=4000.0, manual_reverb_send_level=0.0, custom_reverb_send_curve=[], submix_send_settings=[], priority_attenuation_min=1.0, priority_attenuation_max=1.0, priority_attenuation_distance_min=400.0, priority_attenuation_distance_max=4000.0, manual_priority_attenuation=1.0, custom_priority_attenuation_curve=[], plugin_settings=[[], [], [], []])

Bases: unreal.BaseAttenuationSettings

The settings for attenuating.

C++ Source:

  • Module: Engine

  • File: SoundAttenuation.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absorption_method (AirAbsorptionMethod): [Read-Write] Absorption Method: What method to use to map distance values to frequency absorption values.

  • apply_normalization_to_stereo_sounds (bool): [Read-Write] Apply Normalization to Stereo Sounds: Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.

  • attenuate (bool): [Read-Write] Attenuate: Allows distance-based volume attenuation.

  • attenuate_with_lpf (bool): [Read-Write] Attenuate with LPF: Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.

  • attenuation_shape (AttenuationShape): [Read-Write] Attenuation Shape: The shape of the non-custom attenuation method.

  • attenuation_shape_extents (Vector): [Read-Write] Attenuation Shape Extents: The dimensions to use for the attenuation shape. Interpretation of the values differ per shape.

    Sphere - X is Sphere Radius. Y and Z are unused Capsule - X is Capsule Half Height, Y is Capsule Radius, Z is unused Box - X, Y, and Z are the Box’s dimensions Cone - X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle

  • binaural_radius (float): [Read-Write] Binaural Radius: What min radius to use to swap to non-binaural audio when a sound starts playing.

  • cone_offset (float): [Read-Write] Cone Offset: The distance back from the sound’s origin to begin the cone when using the cone attenuation shape.

  • cone_sphere_falloff_distance (float): [Read-Write] Cone Sphere Falloff Distance: The distance over which volume attenuation occurs for the optional sphere shape.

  • cone_sphere_radius (float): [Read-Write] Cone Sphere Radius: An optional attenuation radius (sphere) that extends from the cone origin.

  • custom_attenuation_curve (RuntimeFloatCurve): [Read-Write] Custom Attenuation Curve: The custom volume attenuation curve to use.

  • custom_highpass_air_absorption_curve (RuntimeFloatCurve): [Read-Write] Custom Highpass Air Absorption Curve: The normalized custom curve to use for the air absorption highpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)

  • custom_lowpass_air_absorption_curve (RuntimeFloatCurve): [Read-Write] Custom Lowpass Air Absorption Curve: The normalized custom curve to use for the air absorption lowpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)

  • custom_priority_attenuation_curve (RuntimeFloatCurve): [Read-Write] Custom Priority Attenuation Curve: The custom curve to use for distance-based priority attenuation.

  • custom_reverb_send_curve (RuntimeFloatCurve): [Read-Write] Custom Reverb Send Curve: The custom reverb send curve to use for distance-based send level.

  • d_b_attenuation_at_max (float): [Read-Write] D BAttenuation at Max: The attenuation volume at the falloff distance in decibels (Only for ‘Natural Sound’ Distance Algorithm).

  • distance_algorithm (AttenuationDistanceModel): [Read-Write] Distance Algorithm: The type of attenuation as a function of distance to use.

  • enable_focus_interpolation (bool): [Read-Write] Enable Focus Interpolation: Enables focus interpolation to smooth transition in and and of focus.

  • enable_listener_focus (bool): [Read-Write] Enable Listener Focus: Enable listener focus-based adjustments.

  • enable_log_frequency_scaling (bool): [Read-Write] Enable Log Frequency Scaling: Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).

  • enable_occlusion (bool): [Read-Write] Enable Occlusion: Enables realtime occlusion tracing.

  • enable_priority_attenuation (bool): [Read-Write] Enable Priority Attenuation: Enables attenuation of sound priority based off distance.

  • enable_reverb_send (bool): [Read-Write] Enable Reverb Send: Enables adjusting reverb sends based on distance.

  • enable_source_data_override (bool): [Read-Write] Enable Source Data Override: Enables overriding WaveInstance data using source data override plugin

  • enable_submix_sends (bool): [Read-Write] Enable Submix Sends: Enables submix sends based on distance.

  • falloff_distance (float): [Read-Write] Falloff Distance: The distance over which volume attenuation occurs.

  • falloff_mode (NaturalSoundFalloffMode): [Read-Write] Falloff Mode: Whether to continue attenuating, go silent, or hold last volume value when beyond falloff bounds and ‘Attenuation At Max (dB)’ is set to a value greater than -60dB. (Only for ‘Natural Sound’ Distance Algorithm). */

  • focus_attack_interp_speed (float): [Read-Write] Focus Attack Interp Speed: Scalar used to increase interpolation speed upwards to the target Focus value

  • focus_azimuth (float): [Read-Write] Focus Azimuth: Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus.

  • focus_distance_scale (float): [Read-Write] Focus Distance Scale: Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

  • focus_priority_scale (float): [Read-Write] Focus Priority Scale: Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.

  • focus_release_interp_speed (float): [Read-Write] Focus Release Interp Speed: Scalar used to increase interpolation speed downwards to the target Focus value

  • focus_volume_attenuation (float): [Read-Write] Focus Volume Attenuation: Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.

  • hpf_frequency_at_max (float): [Read-Write] HPFFrequency at Max: The range of the cutoff frequency (in Hz) of the highpass absorption filter.

  • hpf_frequency_at_min (float): [Read-Write] HPFFrequency at Min: The range of the cutoff frequency (in Hz) of the highpass absorption filter.

  • lpf_frequency_at_max (float): [Read-Write] LPFFrequency at Max: The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

  • lpf_frequency_at_min (float): [Read-Write] LPFFrequency at Min: The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

  • lpf_radius_max (float): [Read-Write] LPFRadius Max: The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values.

  • lpf_radius_min (float): [Read-Write] LPFRadius Min: The distance min range at which to apply an absorption LPF filter.

  • manual_priority_attenuation (float): [Read-Write] Manual Priority Attenuation: Static priority scalar to use (doesn’t change as a function of distance).

  • manual_reverb_send_level (float): [Read-Write] Manual Reverb Send Level: The manual master reverb send level to use. Doesn’t change as a function of distance.

  • non_focus_azimuth (float): [Read-Write] Non Focus Azimuth: Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus.

  • non_focus_distance_scale (float): [Read-Write] Non Focus Distance Scale: Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

  • non_focus_priority_scale (float): [Read-Write] Non Focus Priority Scale: Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus.

  • non_focus_volume_attenuation (float): [Read-Write] Non Focus Volume Attenuation: Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.

  • occlusion_interpolation_time (float): [Read-Write] Occlusion Interpolation Time: The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.

  • occlusion_low_pass_filter_frequency (float): [Read-Write] Occlusion Low Pass Filter Frequency: The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter.

  • occlusion_trace_channel (CollisionChannel): [Read-Write] Occlusion Trace Channel: Which trace channel to use for audio occlusion checks.

  • occlusion_volume_attenuation (float): [Read-Write] Occlusion Volume Attenuation: The amount of volume attenuation to apply to sounds which are occluded.

  • omni_radius (float): [Read-Write] Omni Radius: The distance below which a sound is non-spatialized (2D). This prevents near-field audio from flipping as audio crosses the listener’s position. This does not apply when using a 3rd party binaural plugin (audio will remain spatialized).

  • plugin_settings (SoundAttenuationPluginSettings): [Read-Write] Plugin Settings: Sound attenuation plugin settings to use with sounds that play with this attenuation setting.

  • priority_attenuation_distance_max (float): [Read-Write] Priority Attenuation Distance Max: The max distance to attenuate priority.

  • priority_attenuation_distance_min (float): [Read-Write] Priority Attenuation Distance Min: The min distance to attenuate priority.

  • priority_attenuation_max (float): [Read-Write] Priority Attenuation Max: Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.

  • priority_attenuation_method (PriorityAttenuationMethod): [Read-Write] Priority Attenuation Method: What method to use to control priority attenuation

  • priority_attenuation_min (float): [Read-Write] Priority Attenuation Min: Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.

  • reverb_distance_max (float): [Read-Write] Reverb Distance Max: The max distance to send to the master reverb.

  • reverb_distance_min (float): [Read-Write] Reverb Distance Min: The min distance to send to the master reverb.

  • reverb_send_method (ReverbSendMethod): [Read-Write] Reverb Send Method: What method to use to control master reverb sends

  • reverb_wet_level_max (float): [Read-Write] Reverb Wet Level Max: The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.

  • reverb_wet_level_min (float): [Read-Write] Reverb Wet Level Min: The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.

  • spatialization_algorithm (SoundSpatializationAlgorithm): [Read-Write] Spatialization Algorithm: What method we use to spatialize the sound.

  • spatialize (bool): [Read-Write] Spatialize: Allows the source to be 3D spatialized.

  • stereo_spread (float): [Read-Write] Stereo Spread: The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.

  • submix_send_settings (Array(AttenuationSubmixSendSettings)): [Read-Write] Submix Send Settings: Set of submix send settings to use to send audio to submixes as a function of distance.

  • use_complex_collision_for_occlusion (bool): [Read-Write] Use Complex Collision for Occlusion: Enables tracing against complex collision when doing occlusion traces.

property absorption_method

[Read-Write] Absorption Method: What method to use to map distance values to frequency absorption values.

Type

(AirAbsorptionMethod)

property apply_normalization_to_stereo_sounds

[Read-Write] Apply Normalization to Stereo Sounds: Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.

Type

(bool)

property attenuate

[Read-Write] Attenuate: Allows distance-based volume attenuation.

Type

(bool)

property attenuate_with_lpf

[Read-Write] Attenuate with LPF: Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.

Type

(bool)

property binaural_radius

[Read-Write] Binaural Radius: What min radius to use to swap to non-binaural audio when a sound starts playing.

Type

(float)

property custom_highpass_air_absorption_curve

[Read-Write] Custom Highpass Air Absorption Curve: The normalized custom curve to use for the air absorption highpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)

Type

(RuntimeFloatCurve)

property custom_lowpass_air_absorption_curve

[Read-Write] Custom Lowpass Air Absorption Curve: The normalized custom curve to use for the air absorption lowpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)

Type

(RuntimeFloatCurve)

property custom_priority_attenuation_curve

[Read-Write] Custom Priority Attenuation Curve: The custom curve to use for distance-based priority attenuation.

Type

(RuntimeFloatCurve)

property custom_reverb_send_curve

[Read-Write] Custom Reverb Send Curve: The custom reverb send curve to use for distance-based send level.

Type

(RuntimeFloatCurve)

property enable_focus_interpolation

[Read-Write] Enable Focus Interpolation: Enables focus interpolation to smooth transition in and and of focus.

Type

(bool)

property enable_listener_focus

[Read-Write] Enable Listener Focus: Enable listener focus-based adjustments.

Type

(bool)

property enable_log_frequency_scaling

[Read-Write] Enable Log Frequency Scaling: Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).

Type

(bool)

property enable_occlusion

[Read-Write] Enable Occlusion: Enables realtime occlusion tracing.

Type

(bool)

property enable_priority_attenuation

[Read-Write] Enable Priority Attenuation: Enables attenuation of sound priority based off distance.

Type

(bool)

property enable_reverb_send

[Read-Write] Enable Reverb Send: Enables adjusting reverb sends based on distance.

Type

(bool)

property enable_source_data_override

[Read-Write] Enable Source Data Override: Enables overriding WaveInstance data using source data override plugin

Type

(bool)

property enable_submix_sends

[Read-Write] Enable Submix Sends: Enables submix sends based on distance.

Type

(bool)

property focus_attack_interp_speed

[Read-Write] Focus Attack Interp Speed: Scalar used to increase interpolation speed upwards to the target Focus value

Type

(float)

property focus_azimuth

[Read-Write] Focus Azimuth: Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus.

Type

(float)

property focus_distance_scale

[Read-Write] Focus Distance Scale: Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

Type

(float)

property focus_priority_scale

[Read-Write] Focus Priority Scale: Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.

Type

(float)

property focus_release_interp_speed

[Read-Write] Focus Release Interp Speed: Scalar used to increase interpolation speed downwards to the target Focus value

Type

(float)

property focus_volume_attenuation

[Read-Write] Focus Volume Attenuation: Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.

Type

(float)

property hpf_frequency_at_max

[Read-Write] HPFFrequency at Max: The range of the cutoff frequency (in Hz) of the highpass absorption filter.

Type

(float)

property hpf_frequency_at_min

[Read-Write] HPFFrequency at Min: The range of the cutoff frequency (in Hz) of the highpass absorption filter.

Type

(float)

property lpf_frequency_at_max

[Read-Write] LPFFrequency at Max: The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

Type

(float)

property lpf_frequency_at_min

[Read-Write] LPFFrequency at Min: The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

Type

(float)

property lpf_radius_max

[Read-Write] LPFRadius Max: The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values.

Type

(float)

property lpf_radius_min

[Read-Write] LPFRadius Min: The distance min range at which to apply an absorption LPF filter.

Type

(float)

property manual_priority_attenuation

[Read-Write] Manual Priority Attenuation: Static priority scalar to use (doesn’t change as a function of distance).

Type

(float)

property manual_reverb_send_level

[Read-Write] Manual Reverb Send Level: The manual master reverb send level to use. Doesn’t change as a function of distance.

Type

(float)

property non_focus_azimuth

[Read-Write] Non Focus Azimuth: Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus.

Type

(float)

property non_focus_distance_scale

[Read-Write] Non Focus Distance Scale: Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

Type

(float)

property non_focus_priority_scale

[Read-Write] Non Focus Priority Scale: Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus.

Type

(float)

property non_focus_volume_attenuation

[Read-Write] Non Focus Volume Attenuation: Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.

Type

(float)

property occlusion_interpolation_time

[Read-Write] Occlusion Interpolation Time: The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.

Type

(float)

property occlusion_low_pass_filter_frequency

[Read-Write] Occlusion Low Pass Filter Frequency: The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter.

Type

(float)

property occlusion_trace_channel

[Read-Write] Occlusion Trace Channel: Which trace channel to use for audio occlusion checks.

Type

(CollisionChannel)

property occlusion_volume_attenuation

[Read-Write] Occlusion Volume Attenuation: The amount of volume attenuation to apply to sounds which are occluded.

Type

(float)

property omni_radius

[Read-Write] Omni Radius: The distance below which a sound is non-spatialized (2D). This prevents near-field audio from flipping as audio crosses the listener’s position. This does not apply when using a 3rd party binaural plugin (audio will remain spatialized).

Type

(float)

property plugin_settings

[Read-Write] Plugin Settings: Sound attenuation plugin settings to use with sounds that play with this attenuation setting.

Type

(SoundAttenuationPluginSettings)

property priority_attenuation_distance_max

[Read-Write] Priority Attenuation Distance Max: The max distance to attenuate priority.

Type

(float)

property priority_attenuation_distance_min

[Read-Write] Priority Attenuation Distance Min: The min distance to attenuate priority.

Type

(float)

property priority_attenuation_max

[Read-Write] Priority Attenuation Max: Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.

Type

(float)

property priority_attenuation_method

[Read-Write] Priority Attenuation Method: What method to use to control priority attenuation

Type

(PriorityAttenuationMethod)

property priority_attenuation_min

[Read-Write] Priority Attenuation Min: Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.

Type

(float)

property reverb_distance_max

[Read-Write] Reverb Distance Max: The max distance to send to the master reverb.

Type

(float)

property reverb_distance_min

[Read-Write] Reverb Distance Min: The min distance to send to the master reverb.

Type

(float)

property reverb_send_method

[Read-Write] Reverb Send Method: What method to use to control master reverb sends

Type

(ReverbSendMethod)

property reverb_wet_level_max

[Read-Write] Reverb Wet Level Max: The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.

Type

(float)

property reverb_wet_level_min

[Read-Write] Reverb Wet Level Min: The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.

Type

(float)

property spatialization_algorithm

[Read-Write] Spatialization Algorithm: What method we use to spatialize the sound.

Type

(SoundSpatializationAlgorithm)

property spatialize

[Read-Write] Spatialize: Allows the source to be 3D spatialized.

Type

(bool)

property stereo_spread

[Read-Write] Stereo Spread: The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.

Type

(float)

property submix_send_settings

[Read-Write] Submix Send Settings: Set of submix send settings to use to send audio to submixes as a function of distance.

Type

(Array(AttenuationSubmixSendSettings))

property use_complex_collision_for_occlusion

[Read-Write] Use Complex Collision for Occlusion: Enables tracing against complex collision when doing occlusion traces.

Type

(bool)