unreal.LoudnessNRT

class unreal.LoudnessNRT(outer=None, name='None')

Bases: unreal.AudioSynesthesiaNRT

ULoudnessNRT

ULoudnessNRT calculates the temporal evolution of perceptual loudness for a given sound. Loudness is available for individual channels or the overall sound asset. Normalized loudness values convert the range to 0.0 to 1.0 where 0.0 is the noise floor and 1.0 is the maximum loudness of the particular sound.

C++ Source:

  • Plugin: AudioSynesthesia
  • Module: AudioSynesthesia
  • File: LoudnessNRT.h

Editor Properties: (see get_editor_property/set_editor_property)

  • duration_in_seconds (float): [Read-Write] The duration of the analyzed audio in seconds.
  • settings (LoudnessNRTSettings): [Read-Write] The settings for the audio analyzer.
  • sound (SoundWave): [Read-Write] The USoundWave which is analyzed.
get_channel_loudness_at_time(seconds, channel) → float

Get a specific channel loudness of the analyzed sound at a given time.

Parameters:
  • seconds (float) –
  • channel (int32) –
Returns:

out_loudness (float):

Return type:

float

get_loudness_at_time(seconds) → float

Get the overall loudness of the analyzed sound at a given time.

Parameters:seconds (float) –
Returns:out_loudness (float):
Return type:float
get_normalized_channel_loudness_at_time(seconds, channel) → float

Get a specific channel normalized loudness of the analyzed sound at a given time. Normalized loudness is always between 0.0 to 1.0. 0.0 refers to the noise floor while 1.0 refers to the maximum loudness in the sound.

Parameters:
  • seconds (float) –
  • channel (int32) –
Returns:

out_loudness (float):

Return type:

float

get_normalized_loudness_at_time(seconds) → float

Get the normalized overall loudness of the analyzed sound at a given time. Normalized loudness is always between 0.0 to 1.0. 0.0 refers to the noise floor while 1.0 refers to the maximum loudness in the sound.

Parameters:seconds (float) –
Returns:out_loudness (float):
Return type:float
settings

(LoudnessNRTSettings) – [Read-Only] The settings for the audio analyzer.