FSoundAttenuationSettings

The settings for attenuating.

Windows
MacOS
Linux

Inheritance Hierarchy

FBaseAttenuationSettings

FSoundAttenuationSettings

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Sound/SoundAttenuation.h

Include

#include "Sound/SoundAttenuation.h"

Syntax

struct FSoundAttenuationSettings : public FBaseAttenuationSettings

Remarks

The settings for attenuating.

Variables

Name Description

Public variable

EAirAbsorptionM ...

 

AbsorptionMethod

What method to use to map distance values to frequency absorption values.

Public variable

uint8 : 1

 

bApplyNormalizationToStereoSounds

Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized.

Public variable

uint8 : 1

 

bAttenuate

Allows distance-based volume attenuation.

Public variable

uint8 : 1

 

bAttenuateWithLPF

Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.

Public variable

uint8 : 1

 

bEnableFocusInterpolation

Enables focus interpolation to smooth transition in and and of focus.

Public variable

uint8 : 1

 

bEnableListenerFocus

Enable listener focus-based adjustments.

Public variable

uint8 : 1

 

bEnableLogFrequencyScaling

Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).

Public variable

uint8 : 1

 

bEnableOcclusion

Enables realtime occlusion tracing.

Public variable

uint8 : 1

 

bEnablePriorityAttenuation

Enables attenuation of sound priority based off distance.

Public variable

uint8 : 1

 

bEnableReverbSend

Enables adjusting reverb sends based on distance.

Public variable

uint8 : 1

 

bEnableSubmixSends

Enables submix sends based on distance.

Public variable

float

 

BinauralRadius

What min radius to use to swap to non-binaural audio when a sound starts playing.

Public variable

uint8 : 1

 

bSpatialize

Allows the source to be 3D spatialized.

Public variable

uint8 : 1

 

bUseComplexCollisionForOcclusion

Enables tracing against complex collision when doing occlusion traces.

Public variable

FRuntimeFloatCu ...

 

CustomHighpassAirAbsorptionCurve

The normalized custom curve to use for the air absorption highpass frequency values.

Public variable

FRuntimeFloatCu ...

 

CustomLowpassAirAbsorptionCurve

The normalized custom curve to use for the air absorption lowpass frequency values.

Public variable

FRuntimeFloatCu ...

 

CustomPriorityAttenuationCurve

The custom curve to use for distance-based priority attenuation.

Public variable

FRuntimeFloatCu ...

 

CustomReverbSendCurve

The custom reverb send curve to use for distance-based send level.

Public variable

float

 

FocusAttackInterpSpeed

Scalar used to increase interpolation speed upwards to the target Focus value

Public variable

float

 

FocusAzimuth

Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds.

Public variable

float

 

FocusDistanceScale

Amount to scale the distance calculation of sounds that are in-focus.

Public variable

float

 

FocusPriorityScale

Amount to scale the priority of sounds that are in focus.

Public variable

float

 

FocusReleaseInterpSpeed

Scalar used to increase interpolation speed downwards to the target Focus value

Public variable

float

 

FocusVolumeAttenuation

Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.

Public variable

float

 

HPFFrequencyAtMax

The range of the cutoff frequency (in hz) of the highpass absorption filter.

Public variable

float

 

HPFFrequencyAtMin

The range of the cutoff frequency (in hz) of the highpass absorption filter.

Public variable

float

 

LPFFrequencyAtMax

The range of the cutoff frequency (in hz) of the lowpass absorption filter.

Public variable

float

 

LPFFrequencyAtMin

The range of the cutoff frequency (in hz) of the lowpass absorption filter.

Public variable

float

 

LPFRadiusMax

The max distance range at which to apply an absorption LPF filter.

Public variable

float

 

LPFRadiusMin

The distance min range at which to apply an absorption LPF filter.

Public variable

float

 

ManualPriorityAttenuation

Static priority scalar to use (doesn't change as a function of distance).

Public variable

float

 

ManualReverbSendLevel

The manual master reverb send level to use. Doesn't change as a function of distance.

Public variable

float

 

NonFocusAzimuth

Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds.

Public variable

float

 

NonFocusDistanceScale

Amount to scale the distance calculation of sounds that are not in-focus.

Public variable

float

 

NonFocusPriorityScale

Amount to scale the priority of sounds that are not in-focus.

Public variable

float

 

NonFocusVolumeAttenuation

Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.

Public variable

float

 

OcclusionInterpolationTime

The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.

Public variable

float

 

OcclusionLowPassFilterFrequency

The low pass filter frequency (in hertz) to apply if the sound playing in this audio component is occluded.

Public variable

TEnumAsByte < en...

 

OcclusionTraceChannel

Which trace channel to use for audio occlusion checks.

Public variable

float

 

OcclusionVolumeAttenuation

The amount of volume attenuation to apply to sounds which are occluded.

Public variable

float

 

OmniRadius

The distance below which a sound is non-spatialized (2D).

Public variable

FSoundAttenuati ...

 

PluginSettings

Sound attenuation plugin settings to use with sounds that play with this attenuation setting.

Public variable

float

 

PriorityAttenuationDistanceMax

The max distance to attenuate priority.

Public variable

float

 

PriorityAttenuationDistanceMin

The min distance to attenuate priority.

Public variable

float

 

PriorityAttenuationMax

Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.

Public variable

EPriorityAttenu ...

 

PriorityAttenuationMethod

What method to use to control priority attenuation

Public variable

float

 

PriorityAttenuationMin

Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.

Public variable

float

 

ReverbDistanceMax

The max distance to send to the master reverb.

Public variable

float

 

ReverbDistanceMin

The min distance to send to the master reverb.

Public variable

EReverbSendMeth ...

 

ReverbSendMethod

What method to use to control master reverb sends

Public variable

float

 

ReverbWetLevelMax

The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.

Public variable

float

 

ReverbWetLevelMin

The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.

Public variable

TEnumAsByte < en...

 

SpatializationAlgorithm

What method we use to spatialize the sound.

Public variable

float

 

StereoSpread

The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.

Public variable

TArray < FAttenu ...

 

SubmixSendSettings

Set of submix send settings to use to send audio to submixes as a function of distance.

Constructors

Name Description

Public function

FSoundAttenuationSettings()

Functions

Name Description

Public function Const

float

 

GetFocusAttenuation

(
    const FGlobalFocusSettings & FocusS...,
    float FocusFactor
)

Public function Const

float

 

GetFocusDistanceScale

(
    const FGlobalFocusSettings & FocusS...,
    float FocusFactor
)

Public function Const

float

 

GetFocusPriorityScale

(
    const FGlobalFocusSettings & FocusS...,
    float FocusFactor
)

Public function

void

 

PostSerialize

(
    const FArchive & Ar
)

Overridden from FBaseAttenuationSettings

Operators

Name Description

Public function Const

bool

 

operator==

(
    const FSoundAttenuationSettings & O...
)

Deprecated Variables

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback