Audio

Audio

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Actions

Activate Reverb Effect

Activates a Reverb Effect without the need for a volume

Target is Gameplay Statics

Are Any Listeners Within Range

Determines if any audio listeners are within range of the specified location

Target is Gameplay Statics

Clear Sound Mix Class Override

Clears the override of the sound class adjuster in the given sound mix. If the override did not exist in the sound mix, this will do nothing.

Target is Gameplay Statics

Clear Sound Mix Modifiers

Clear all sound mix modifiers from the audio system *

Target is Gameplay Statics

Create Sound 2D

Creates a sound with no attenuation, perfect for UI sounds. This does NOT play the sound

  • Not Replicated.

Target is Gameplay Statics

Deactivate Reverb Effect

Deactivates a Reverb Effect not applied by a volume

Target is Gameplay Statics

Finish Recording Output

Stop recording audio. Path can be absolute, or relative (to the /Saved/BouncedWavFiles folder). By leaving the Submix To Record field blank, you can record the master output of the game.

Target is Audio Mixer Blueprint Library

Get Current Reverb Effect

Returns the highest priority reverb settings currently active from any source (volumes or manual setting).

Target is Gameplay Statics

Get Max Audio Channel Count

Retrieves the max voice count currently used by the audio engine.

Target is Gameplay Statics

Pause Recording Output

Pause recording audio, without finalizing the recording to disk. By leaving the Submix To Record field blank, you can record the master output of the game.

Target is Audio Mixer Blueprint Library

Play Dialogue 2D

Plays a dialogue directly with no attenuation, perfect for UI.

  • Fire and Forget.

  • Not Replicated.

Target is Gameplay Statics

Play Dialogue at Location

Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Target is Gameplay Statics

Play Sound 2D

Plays a sound directly with no attenuation, perfect for UI sounds.

  • Fire and Forget.

  • Not Replicated.

Target is Gameplay Statics

Play Sound at Location

Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Target is Gameplay Statics

Pop Sound Mix Modifier

Pop a sound mix modifier from the audio system *

Target is Gameplay Statics

Push Sound Mix Modifier

Push a sound mix modifier onto the audio system *

Target is Gameplay Statics

Resume Recording Output

Resume recording audio after pausing. By leaving the Submix To Pause field blank, you can record the master output of the game.

Target is Audio Mixer Blueprint Library

Set Base Sound Mix

Set the sound mix of the audio system for special EQing *

Target is Gameplay Statics

Set Global Listener Focus Parameters

Sets the global listener focus parameters which will scale focus behavior of sounds based on their focus azimuth settings in their attenuation settings.

  • Fire and Forget.

  • Not Replicated.

Target is Gameplay Statics

Set Global Pitch Modulation

Sets a global pitch modulation scalar that will apply to all non-UI sounds

  • Fire and Forget.

  • Not Replicated.

Target is Gameplay Statics

Set Max Audio Channels Scaled

Sets the max number of voices (also known as "channels") dynamically by percentage. E.g. if you want to temporarily reduce voice count by 50%, use 0.50. Later, you can return to the original max voice count by using 1.0.

Target is Gameplay Statics

Set Sound Mix Class Override

Overrides the sound class adjuster in the given sound mix. If the sound class does not exist in the input sound mix, the sound class adjustment will be added to the sound mix.

Target is Gameplay Statics

Spawn Dialogue 2D

Spawns a dialogue with no attenuation, perfect for UI.

  • Not Replicated.

Target is Gameplay Statics

Spawn Dialogue at Location

Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Target is Gameplay Statics

Spawn Dialogue Attached

Spawns a dialogue attached to and following the specified component. This is a fire and forget sound. Replication is also not handled at this point.

Target is Gameplay Statics

Spawn Sound 2D

Spawns a sound with no attenuation, perfect for UI sounds.

  • Not Replicated.

Target is Gameplay Statics

Spawn Sound at Location

Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.

Target is Gameplay Statics

Spawn Sound Attached

Plays a sound attached to and following the specified component. This is a fire and forget sound. Replication is also not handled at this point.

Target is Gameplay Statics

Start Recording Output

Start recording audio. By leaving the Submix To Record field blank, you can record the master output of the game.

Target is Audio Mixer Blueprint Library

Categories

Analysis

Analysis

Bounce

Bounce

Components

Components

Effects

Effects

Envelope Following

Envelope Following

Subtitles

Subtitles

Voice

Voice

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