unreal.SoundAttenuationSettings

class unreal.SoundAttenuationSettings(distance_algorithm: AttenuationDistanceModel = Ellipsis, attenuation_shape: AttenuationShape = Ellipsis, falloff_mode: NaturalSoundFalloffMode = Ellipsis, d_b_attenuation_at_max: float = 0.0, attenuation_shape_extents: Vector = Ellipsis, cone_offset: float = 0.0, falloff_distance: float = 0.0, cone_sphere_radius: float = 0.0, cone_sphere_falloff_distance: float = 0.0, custom_attenuation_curve: RuntimeFloatCurve = [], attenuate: bool = False, spatialize: bool = False, attenuate_with_lpf: bool = False, enable_listener_focus: bool = False, enable_focus_interpolation: bool = False, enable_occlusion: bool = False, use_complex_collision_for_occlusion: bool = False, enable_reverb_send: bool = False, enable_priority_attenuation: bool = False, apply_normalization_to_stereo_sounds: bool = False, enable_log_frequency_scaling: bool = False, enable_submix_sends: bool = False, enable_source_data_override: bool = False, enable_send_to_audio_link: bool = False, spatialization_algorithm: SoundSpatializationAlgorithm = Ellipsis, audio_link_settings_override: AudioLinkSettingsAbstract = Ellipsis, binaural_radius: float = 0.0, custom_lowpass_air_absorption_curve: RuntimeFloatCurve = [], custom_highpass_air_absorption_curve: RuntimeFloatCurve = [], absorption_method: AirAbsorptionMethod = Ellipsis, occlusion_trace_channel: CollisionChannel = Ellipsis, reverb_send_method: ReverbSendMethod = Ellipsis, priority_attenuation_method: PriorityAttenuationMethod = Ellipsis, non_spatialized_radius_start: float = 0.0, non_spatialized_radius_end: float = 0.0, non_spatialized_radius_mode: NonSpatializedRadiusSpeakerMapMode = Ellipsis, stereo_spread: float = 0.0, lpf_radius_min: float = 0.0, lpf_radius_max: float = 0.0, lpf_frequency_at_min: float = 0.0, lpf_frequency_at_max: float = 0.0, hpf_frequency_at_min: float = 0.0, hpf_frequency_at_max: float = 0.0, focus_azimuth: float = 0.0, non_focus_azimuth: float = 0.0, focus_distance_scale: float = 0.0, non_focus_distance_scale: float = 0.0, focus_priority_scale: float = 0.0, non_focus_priority_scale: float = 0.0, focus_volume_attenuation: float = 0.0, non_focus_volume_attenuation: float = 0.0, focus_attack_interp_speed: float = 0.0, focus_release_interp_speed: float = 0.0, occlusion_low_pass_filter_frequency: float = 0.0, occlusion_volume_attenuation: float = 0.0, occlusion_interpolation_time: float = 0.0, reverb_wet_level_min: float = 0.0, reverb_wet_level_max: float = 0.0, reverb_distance_min: float = 0.0, reverb_distance_max: float = 0.0, manual_reverb_send_level: float = 0.0, priority_attenuation_min: float = 0.0, priority_attenuation_max: float = 0.0, priority_attenuation_distance_min: float = 0.0, priority_attenuation_distance_max: float = 0.0, manual_priority_attenuation: float = 0.0, custom_reverb_send_curve: RuntimeFloatCurve = [], submix_send_settings: None = [], custom_priority_attenuation_curve: RuntimeFloatCurve = [], plugin_settings: SoundAttenuationPluginSettings = Ellipsis)

Bases: BaseAttenuationSettings

The settings for attenuating.

C++ Source:

  • Module: Engine

  • File: SoundAttenuation.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absorption_method (AirAbsorptionMethod): [Read-Write] What method to use to map distance values to frequency absorption values.

  • apply_normalization_to_stereo_sounds (bool): [Read-Write] Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.

  • attenuate (bool): [Read-Write] Allows distance-based volume attenuation.

  • attenuate_with_lpf (bool): [Read-Write] Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.

  • attenuation_shape (AttenuationShape): [Read-Write] The shape of the non-custom attenuation method.

  • attenuation_shape_extents (Vector): [Read-Write] The dimensions to use for the attenuation shape. Interpretation of the values differ per shape.

    Sphere - X is Sphere Radius. Y and Z are unused Capsule - X is Capsule Half Height, Y is Capsule Radius, Z is unused Box - X, Y, and Z are the Box’s dimensions Cone - X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle

  • audio_link_settings_override (AudioLinkSettingsAbstract): [Read-Write] AudioLink Setting Overrides

  • binaural_radius (float): [Read-Write] What min radius to use to swap to non-binaural audio when a sound starts playing.

  • cone_offset (float): [Read-Write] The distance back from the sound’s origin to begin the cone when using the cone attenuation shape.

  • cone_sphere_falloff_distance (float): [Read-Write] The distance over which volume attenuation occurs for the optional sphere shape.

  • cone_sphere_radius (float): [Read-Write] An optional attenuation radius (sphere) that extends from the cone origin.

  • custom_attenuation_curve (RuntimeFloatCurve): [Read-Write] The custom volume attenuation curve to use.

  • custom_highpass_air_absorption_curve (RuntimeFloatCurve): [Read-Write] The normalized custom curve to use for the air absorption highpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)

  • custom_lowpass_air_absorption_curve (RuntimeFloatCurve): [Read-Write] The normalized custom curve to use for the air absorption lowpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)

  • custom_priority_attenuation_curve (RuntimeFloatCurve): [Read-Write] The custom curve to use for distance-based priority attenuation.

  • custom_reverb_send_curve (RuntimeFloatCurve): [Read-Write] The custom reverb send curve to use for distance-based send level.

  • d_b_attenuation_at_max (float): [Read-Write] The attenuation volume at the falloff distance in decibels (Only for ‘Natural Sound’ Distance Algorithm).

  • distance_algorithm (AttenuationDistanceModel): [Read-Write] The type of attenuation as a function of distance to use.

  • enable_focus_interpolation (bool): [Read-Write] Enables focus interpolation to smooth transition in and and of focus.

  • enable_listener_focus (bool): [Read-Write] Enable listener focus-based adjustments.

  • enable_log_frequency_scaling (bool): [Read-Write] Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).

  • enable_occlusion (bool): [Read-Write] Enables realtime occlusion tracing.

  • enable_priority_attenuation (bool): [Read-Write] Enables attenuation of sound priority based off distance.

  • enable_reverb_send (bool): [Read-Write] Enables adjusting reverb sends based on distance.

  • enable_send_to_audio_link (bool): [Read-Write] Enables/Disables AudioLink on all sources using this attenuation

  • enable_source_data_override (bool): [Read-Write] Enables overriding WaveInstance data using source data override plugin

  • enable_submix_sends (bool): [Read-Write] Enables submix sends based on distance.

  • falloff_distance (float): [Read-Write] The distance over which volume attenuation occurs.

  • falloff_mode (NaturalSoundFalloffMode): [Read-Write] Whether to continue attenuating, go silent, or hold last volume value when beyond falloff bounds and ‘Attenuation At Max (dB)’ is set to a value greater than -60dB. (Only for ‘Natural Sound’ Distance Algorithm). */

  • focus_attack_interp_speed (float): [Read-Write] Scalar used to increase interpolation speed upwards to the target Focus value

  • focus_azimuth (float): [Read-Write] Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus.

  • focus_distance_scale (float): [Read-Write] Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

  • focus_priority_scale (float): [Read-Write] Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.

  • focus_release_interp_speed (float): [Read-Write] Scalar used to increase interpolation speed downwards to the target Focus value

  • focus_volume_attenuation (float): [Read-Write] Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.

  • hpf_frequency_at_max (float): [Read-Write] The range of the cutoff frequency (in Hz) of the highpass absorption filter.

  • hpf_frequency_at_min (float): [Read-Write] The range of the cutoff frequency (in Hz) of the highpass absorption filter.

  • lpf_frequency_at_max (float): [Read-Write] The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

  • lpf_frequency_at_min (float): [Read-Write] The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

  • lpf_radius_max (float): [Read-Write] The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values.

  • lpf_radius_min (float): [Read-Write] The distance min range at which to apply an absorption LPF filter.

  • manual_priority_attenuation (float): [Read-Write] Static priority scalar to use (doesn’t change as a function of distance).

  • manual_reverb_send_level (float): [Read-Write] The manual master reverb send level to use. Doesn’t change as a function of distance.

  • non_focus_azimuth (float): [Read-Write] Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus.

  • non_focus_distance_scale (float): [Read-Write] Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

  • non_focus_priority_scale (float): [Read-Write] Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus.

  • non_focus_volume_attenuation (float): [Read-Write] Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.

  • non_spatialized_radius_end (float): [Read-Write] The distance below which a sound is fully non-spatialized (2D). See “Non Spatialized Radius Start” to define the start of the interpolation and the “Non Spatialized Radius Mode” for the mode of the interpolation.

  • non_spatialized_radius_mode (NonSpatializedRadiusSpeakerMapMode): [Read-Write] Defines how to interpolate a 3D sound towards a 2D sound when using the non-spatialized radius start and end properties.

  • non_spatialized_radius_start (float): [Read-Write] The distance below which a sound begins to linearly interpolate towards being non-spatialized (2D). See “Non Spatialized Radius End” to define the end of the interpolation and the “Non Spatialized Radius Mode” for the mode of the interpolation. Note: this does not apply when using a 3rd party binaural plugin (audio will remain spatialized).

  • occlusion_interpolation_time (float): [Read-Write] The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.

  • occlusion_low_pass_filter_frequency (float): [Read-Write] The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter.

  • occlusion_trace_channel (CollisionChannel): [Read-Write] Which trace channel to use for audio occlusion checks.

  • occlusion_volume_attenuation (float): [Read-Write] The amount of volume attenuation to apply to sounds which are occluded.

  • plugin_settings (SoundAttenuationPluginSettings): [Read-Write] Sound attenuation plugin settings to use with sounds that play with this attenuation setting.

  • priority_attenuation_distance_max (float): [Read-Write] The max distance to attenuate priority.

  • priority_attenuation_distance_min (float): [Read-Write] The min distance to attenuate priority.

  • priority_attenuation_max (float): [Read-Write] Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.

  • priority_attenuation_method (PriorityAttenuationMethod): [Read-Write] What method to use to control priority attenuation

  • priority_attenuation_min (float): [Read-Write] Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.

  • reverb_distance_max (float): [Read-Write] The max distance to send to the master reverb.

  • reverb_distance_min (float): [Read-Write] The min distance to send to the master reverb.

  • reverb_send_method (ReverbSendMethod): [Read-Write] What method to use to control master reverb sends

  • reverb_wet_level_max (float): [Read-Write] The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.

  • reverb_wet_level_min (float): [Read-Write] The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.

  • spatialization_algorithm (SoundSpatializationAlgorithm): [Read-Write] What method we use to spatialize the sound.

  • spatialize (bool): [Read-Write] Allows the source to be 3D spatialized.

  • stereo_spread (float): [Read-Write] The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.

  • submix_send_settings (Array[AttenuationSubmixSendSettings]): [Read-Write] Set of submix send settings to use to send audio to submixes as a function of distance.

  • use_complex_collision_for_occlusion (bool): [Read-Write] Enables tracing against complex collision when doing occlusion traces.

property absorption_method: AirAbsorptionMethod

[Read-Write] What method to use to map distance values to frequency absorption values.

Type:

(AirAbsorptionMethod)

property apply_normalization_to_stereo_sounds: bool

[Read-Write] Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.

Type:

(bool)

property attenuate: bool

[Read-Write] Allows distance-based volume attenuation.

Type:

(bool)

property attenuate_with_lpf: bool

[Read-Write] Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.

Type:

(bool)

[Read-Write] AudioLink Setting Overrides

Type:

(AudioLinkSettingsAbstract)

property binaural_radius: float

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

Type:

(float)

property custom_highpass_air_absorption_curve: RuntimeFloatCurve

[Read-Write] The normalized custom curve to use for the air absorption highpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)

Type:

(RuntimeFloatCurve)

property custom_lowpass_air_absorption_curve: RuntimeFloatCurve

[Read-Write] The normalized custom curve to use for the air absorption lowpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)

Type:

(RuntimeFloatCurve)

property custom_priority_attenuation_curve: RuntimeFloatCurve

[Read-Write] The custom curve to use for distance-based priority attenuation.

Type:

(RuntimeFloatCurve)

property custom_reverb_send_curve: RuntimeFloatCurve

[Read-Write] The custom reverb send curve to use for distance-based send level.

Type:

(RuntimeFloatCurve)

property enable_focus_interpolation: bool

[Read-Write] Enables focus interpolation to smooth transition in and and of focus.

Type:

(bool)

property enable_listener_focus: bool

[Read-Write] Enable listener focus-based adjustments.

Type:

(bool)

property enable_log_frequency_scaling: bool

[Read-Write] Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).

Type:

(bool)

property enable_occlusion: bool

[Read-Write] Enables realtime occlusion tracing.

Type:

(bool)

property enable_priority_attenuation: bool

[Read-Write] Enables attenuation of sound priority based off distance.

Type:

(bool)

property enable_reverb_send: bool

[Read-Write] Enables adjusting reverb sends based on distance.

Type:

(bool)

[Read-Write] Enables/Disables AudioLink on all sources using this attenuation

Type:

(bool)

property enable_source_data_override: bool

[Read-Write] Enables overriding WaveInstance data using source data override plugin

Type:

(bool)

property enable_submix_sends: bool

[Read-Write] Enables submix sends based on distance.

Type:

(bool)

property focus_attack_interp_speed: float

[Read-Write] Scalar used to increase interpolation speed upwards to the target Focus value

Type:

(float)

property focus_azimuth: float

[Read-Write] Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus.

Type:

(float)

property focus_distance_scale: float

[Read-Write] Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

Type:

(float)

property focus_priority_scale: float

[Read-Write] Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.

Type:

(float)

property focus_release_interp_speed: float

[Read-Write] Scalar used to increase interpolation speed downwards to the target Focus value

Type:

(float)

property focus_volume_attenuation: float

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

Type:

(float)

property hpf_frequency_at_max: float

[Read-Write] The range of the cutoff frequency (in Hz) of the highpass absorption filter.

Type:

(float)

property hpf_frequency_at_min: float

[Read-Write] The range of the cutoff frequency (in Hz) of the highpass absorption filter.

Type:

(float)

property lpf_frequency_at_max: float

[Read-Write] The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

Type:

(float)

property lpf_frequency_at_min: float

[Read-Write] The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

Type:

(float)

property lpf_radius_max: float

[Read-Write] The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values.

Type:

(float)

property lpf_radius_min: float

[Read-Write] The distance min range at which to apply an absorption LPF filter.

Type:

(float)

property manual_priority_attenuation: float

[Read-Write] Static priority scalar to use (doesn’t change as a function of distance).

Type:

(float)

property manual_reverb_send_level: float

[Read-Write] The manual master reverb send level to use. Doesn’t change as a function of distance.

Type:

(float)

property non_focus_azimuth: float

[Read-Write] Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus.

Type:

(float)

property non_focus_distance_scale: float

[Read-Write] Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

Type:

(float)

property non_focus_priority_scale: float

[Read-Write] Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus.

Type:

(float)

property non_focus_volume_attenuation: float

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

Type:

(float)

property non_spatialized_radius_end: float

[Read-Write] The distance below which a sound is fully non-spatialized (2D). See “Non Spatialized Radius Start” to define the start of the interpolation and the “Non Spatialized Radius Mode” for the mode of the interpolation.

Type:

(float)

property non_spatialized_radius_mode: NonSpatializedRadiusSpeakerMapMode

[Read-Write] Defines how to interpolate a 3D sound towards a 2D sound when using the non-spatialized radius start and end properties.

Type:

(NonSpatializedRadiusSpeakerMapMode)

property non_spatialized_radius_start: float

this does not apply when using a 3rd party binaural plugin (audio will remain spatialized).

Type:

(float)

Type:

[Read-Write] The distance below which a sound begins to linearly interpolate towards being non-spatialized (2D). See “Non Spatialized Radius End” to define the end of the interpolation and the “Non Spatialized Radius Mode” for the mode of the interpolation. Note

property occlusion_interpolation_time: float

[Read-Write] The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.

Type:

(float)

property occlusion_low_pass_filter_frequency: float

[Read-Write] The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter.

Type:

(float)

property occlusion_trace_channel: CollisionChannel

[Read-Write] Which trace channel to use for audio occlusion checks.

Type:

(CollisionChannel)

property occlusion_volume_attenuation: float

[Read-Write] The amount of volume attenuation to apply to sounds which are occluded.

Type:

(float)

property omni_radius: float

‘omni_radius’ was renamed to ‘non_spatialized_radius_start’.

Type:

deprecated

property plugin_settings: SoundAttenuationPluginSettings

[Read-Write] Sound attenuation plugin settings to use with sounds that play with this attenuation setting.

Type:

(SoundAttenuationPluginSettings)

property priority_attenuation_distance_max: float

[Read-Write] The max distance to attenuate priority.

Type:

(float)

property priority_attenuation_distance_min: float

[Read-Write] The min distance to attenuate priority.

Type:

(float)

property priority_attenuation_max: float

[Read-Write] Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.

Type:

(float)

property priority_attenuation_method: PriorityAttenuationMethod

[Read-Write] What method to use to control priority attenuation

Type:

(PriorityAttenuationMethod)

property priority_attenuation_min: float

[Read-Write] Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.

Type:

(float)

property reverb_distance_max: float

[Read-Write] The max distance to send to the master reverb.

Type:

(float)

property reverb_distance_min: float

[Read-Write] The min distance to send to the master reverb.

Type:

(float)

property reverb_send_method: ReverbSendMethod

[Read-Write] What method to use to control master reverb sends

Type:

(ReverbSendMethod)

property reverb_wet_level_max: float

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

Type:

(float)

property reverb_wet_level_min: float

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

Type:

(float)

property spatialization_algorithm: SoundSpatializationAlgorithm

[Read-Write] What method we use to spatialize the sound.

Type:

(SoundSpatializationAlgorithm)

property spatialize: bool

[Read-Write] Allows the source to be 3D spatialized.

Type:

(bool)

property stereo_spread: float

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

Type:

(float)

property submix_send_settings: None

[Read-Write] Set of submix send settings to use to send audio to submixes as a function of distance.

Type:

(Array[AttenuationSubmixSendSettings])

property use_complex_collision_for_occlusion: bool

[Read-Write] Enables tracing against complex collision when doing occlusion traces.

Type:

(bool)