unreal.GranularSynth

class unreal.GranularSynth(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: SynthComponent

Granular Synth

C++ Source:

  • Plugin: Synthesis

  • Module: Synthesis

  • File: SynthComponentGranulator.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

  • 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)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • 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_current_playhead_time() float

Get Current Playhead Time

Return type:

float

get_sample_duration() float

Get Sample Duration

Return type:

float

is_loaded() bool

Is Loaded

Return type:

bool

note_off(note, kill=False) None

Note Off

Parameters:
note_on(note, velocity, duration=-1.000000) None

Note On

Parameters:
  • note (float) –

  • velocity (int32) –

  • duration (float) –

set_attack_time(attack_time_msec) None

Set Attack Time

Parameters:

attack_time_msec (float) –

set_decay_time(decay_time_msec) None

Set Decay Time

Parameters:

decay_time_msec (float) –

set_grain_duration(base_duration_msec, duration_range=[0.000000, 0.000000]) None

Set Grain Duration

Parameters:
set_grain_envelope_type(envelope_type) None

Set Grain Envelope Type

Parameters:

envelope_type (GranularSynthEnvelopeType) –

set_grain_pan(base_pan, pan_range=[0.000000, 0.000000]) None

Set Grain Pan

Parameters:
set_grain_pitch(base_pitch, pitch_range=[0.000000, 0.000000]) None

Set Grain Pitch

Parameters:
set_grain_probability(grain_probability) None

Set Grain Probability

Parameters:

grain_probability (float) –

set_grain_volume(base_volume, volume_range=[0.000000, 0.000000]) None

Set Grain Volume

Parameters:
set_grains_per_second(grains_per_second) None

Set Grains Per Second

Parameters:

grains_per_second (float) –

set_playback_speed(playhead_rate) None

Set Playback Speed

Parameters:

playhead_rate (float) –

set_playhead_time(position_sec, lerp_time_sec=0.000000, seek_type=GranularSynthSeekType.FROM_BEGINNING) None

Set Playhead Time

Parameters:
set_release_time_msec(release_time_msec) None

Set Release Time Msec

Parameters:

release_time_msec (float) –

set_scrub_mode(scrub_mode) None

Set Scrub Mode

Parameters:

scrub_mode (bool) –

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

Parameters:

sound_wave (SoundWave) –

set_sustain_gain(sustain_gain) None

Set Sustain Gain

Parameters:

sustain_gain (float) –