unreal.PropertyAnimatorSoundWave
¶
- class unreal.PropertyAnimatorSoundWave(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PropertyAnimatorFloatBase
Applies a sampled sound wave movement with various options on supported float properties
C++ Source:
Plugin: PropertyAnimator
Module: PropertyAnimator
File: PropertyAnimatorSoundWave.h
Editor Properties: (see get_editor_property/set_editor_property)
accumulated_time_offset
(double): [Read-Write] This time offset will be accumulated for each property for every roundactive_time_source
(PropertyAnimatorCoreTimeSourceBase): [Read-Only] Active time source with its options, determined by its nameanimator_display_name
(Name): [Read-Only] Display name as title property for component array, hide it but must be visible to editor for array title propertyanimator_enabled
(bool): [Read-Write] Enable control of properties linked to this Animatorglobal_frequency
(float): [Read-Write] Global frequency multiplierglobal_magnitude
(float): [Read-Write] Global magnitude for the effectlinked_properties
(Array[PropertyAnimatorCoreContext]): [Read-Write] Context for properties linked to this Animatorloop
(bool): [Read-Write] Whether we keep looping after the duration has been reached or before 0property_groups
(Array[PropertyAnimatorCoreGroupBase]): [Read-Write] Groups for properties linked to this Animatorrandom_time_offset
(bool): [Read-Write] Use random time offset to add variation in animationsampled_sound_wave
(SoundWave): [Read-Write] The sound wave to analyse Cannot be switched at runtime, only in editor due to analyzer Analyzed audio will work at runtime since it is cachedseed
(int32): [Read-Write] Seed to generate per property time offsettime_source_name
(Name): [Read-Write] The time source to use