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Class AudioComponent

AudioComponent is used to play a Sound @

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
AudioComponent
AudioCurveSourceComponent
Inherited Members
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class AudioComponent : SceneComponent
Remarks

see https://docs.unrealengine.com/latest/INT/Audio/Overview/index.html @see USoundBase

Properties

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AttenuationOverrides

If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component

Declaration
public SoundAttenuationSettings AttenuationOverrides { get; set; }
Property Value
Type Description
SoundAttenuationSettings
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AttenuationSettings

If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component

Declaration
public SoundAttenuation AttenuationSettings { get; set; }
Property Value
Type Description
SoundAttenuation
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AudioComponentUserID

Configurable, serialized ID for audio plugins

Declaration
public Name AudioComponentUserID { get; set; }
Property Value
Type Description
Name
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AutoAttachSocketName

Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true.

Declaration
public Name AutoAttachSocketName { get; set; }
Property Value
Type Description
Name
Remarks

@see bAutoManageAttachment

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bAllowSpatialization

Declaration
public bool bAllowSpatialization { get; set; }
Property Value
Type Description
System.Boolean
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bAutoDestroy

Declaration
public bool bAutoDestroy { get; set; }
Property Value
Type Description
System.Boolean
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bAutoManageAttachment

Declaration
public bool bAutoManageAttachment { get; }
Property Value
Type Description
System.Boolean
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bEnableLowPassFilter

Declaration
public bool bEnableLowPassFilter { get; set; }
Property Value
Type Description
System.Boolean
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bIsUISound

Declaration
public bool bIsUISound { get; set; }
Property Value
Type Description
System.Boolean
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bOverrideAttenuation

Declaration
public bool bOverrideAttenuation { get; set; }
Property Value
Type Description
System.Boolean
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bOverridePriority

Declaration
public bool bOverridePriority { get; set; }
Property Value
Type Description
System.Boolean
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bOverrideSubtitlePriority

Declaration
public bool bOverrideSubtitlePriority { get; set; }
Property Value
Type Description
System.Boolean
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bShouldRemainActiveIfDropped

Declaration
public bool bShouldRemainActiveIfDropped { get; set; }
Property Value
Type Description
System.Boolean
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bStopWhenOwnerDestroyed

Declaration
public bool bStopWhenOwnerDestroyed { get; set; }
Property Value
Type Description
System.Boolean
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bSuppressSubtitles

Declaration
public bool bSuppressSubtitles { get; set; }
Property Value
Type Description
System.Boolean
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ConcurrencySettings

What sound concurrency to use for sounds generated by this audio component

Declaration
public SoundConcurrency ConcurrencySettings { get; set; }
Property Value
Type Description
SoundConcurrency
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static AudioComponent DefaultObject { get; }
Property Value
Type Description
AudioComponent
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EnvelopeFollowerAttackTime

The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.

Declaration
public int EnvelopeFollowerAttackTime { get; set; }
Property Value
Type Description
System.Int32
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EnvelopeFollowerReleaseTime

The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.

Declaration
public int EnvelopeFollowerReleaseTime { get; set; }
Property Value
Type Description
System.Int32
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LowPassFilterFrequency

The frequency of the lowpass filter (in hertz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.

Declaration
public float LowPassFilterFrequency { get; set; }
Property Value
Type Description
System.Single
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PitchModulationMax

The upper bound to use when randomly determining a pitch multiplier

Declaration
public float PitchModulationMax { get; set; }
Property Value
Type Description
System.Single
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PitchModulationMin

The lower bound to use when randomly determining a pitch multiplier

Declaration
public float PitchModulationMin { get; set; }
Property Value
Type Description
System.Single
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PitchMultiplier

A pitch multiplier to apply to sounds generated by this component

Declaration
public float PitchMultiplier { get; set; }
Property Value
Type Description
System.Single
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Priority

A priority value that is used for sounds that play on this component that scales against final output volume.

Declaration
public float Priority { get; set; }
Property Value
Type Description
System.Single
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Sound

The sound to be played

Declaration
public SoundBase Sound { get; set; }
Property Value
Type Description
SoundBase
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SoundClassOverride

Optional sound group this AudioComponent belongs to

Declaration
public SoundClass SoundClassOverride { get; set; }
Property Value
Type Description
SoundClass
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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SubtitlePriority

Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.

Declaration
public float SubtitlePriority { get; set; }
Property Value
Type Description
System.Single
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VolumeModulationMax

The upper bound to use when randomly determining a volume multiplier

Declaration
public float VolumeModulationMax { get; set; }
Property Value
Type Description
System.Single
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VolumeModulationMin

The lower bound to use when randomly determining a volume multiplier

Declaration
public float VolumeModulationMin { get; set; }
Property Value
Type Description
System.Single
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VolumeMultiplier

A volume multiplier to apply to sounds generated by this component

Declaration
public float VolumeMultiplier { get; set; }
Property Value
Type Description
System.Single

Methods

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AdjustAttenuation(SoundAttenuationSettings)

Modify the attenuation settings of the audio component

Declaration
public void AdjustAttenuation(SoundAttenuationSettings InAttenuationSettings)
Parameters
Type Name Description
SoundAttenuationSettings InAttenuationSettings
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AdjustVolume(Single, Single)

This will allow one to adjust the volume of an AudioComponent on the fly

Declaration
public void AdjustVolume(float AdjustVolumeDuration, float AdjustVolumeLevel)
Parameters
Type Name Description
System.Single AdjustVolumeDuration
System.Single AdjustVolumeLevel
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BP_GetAttenuationSettingsToApply()

BP Get Attenuation Settings to Apply

Declaration
public (SoundAttenuationSettings, bool) BP_GetAttenuationSettingsToApply()
Returns
Type Description
System.ValueTuple<SoundAttenuationSettings, System.Boolean>
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FadeIn(Single, Single, Single)

This can be used in place of "play" when it is desired to fade in the sound over time.

Declaration
public void FadeIn(float FadeInDuration, float FadeVolumeLevel, float StartTime)
Parameters
Type Name Description
System.Single FadeInDuration
System.Single FadeVolumeLevel
System.Single StartTime
Remarks

If FadeTime is 0.0, the change in volume is instant. If FadeTime is > 0.0, the multiplier will be increased from 0 to FadeVolumeLevel over FadeIn seconds.

@param FadeInDuration how long it should take to reach the FadeVolumeLevel @param FadeVolumeLevel the percentage of the AudioComponents's calculated volume to fade to

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FadeOut(Single, Single)

This is used in place of "stop" when it is desired to fade the volume of the sound before stopping.

Declaration
public void FadeOut(float FadeOutDuration, float FadeVolumeLevel)
Parameters
Type Name Description
System.Single FadeOutDuration
System.Single FadeVolumeLevel
Remarks

If FadeTime is 0.0, this is the same as calling Stop(). If FadeTime is > 0.0, this will adjust the volume multiplier to FadeVolumeLevel over FadeInTime seconds and then stop the sound.

@param FadeOutDuration how long it should take to reach the FadeVolumeLevel @param FadeVolumeLevel the percentage of the AudioComponents's calculated volume in which to fade to

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IsPlaying()

@return true if this component is currently playing a SoundCue.

Declaration
public bool IsPlaying()
Returns
Type Description
System.Boolean
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New(UObject, Name)

Spawn an object of this class

Declaration
public static AudioComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
AudioComponent
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Play(Single)

Start a sound playing on an audio component

Declaration
public void Play(float StartTime)
Parameters
Type Name Description
System.Single StartTime
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SetBoolParameter(Name, Boolean)

Set a boolean instance parameter for use in sound cues played by this audio component

Declaration
public void SetBoolParameter(Name InName, bool InBool)
Parameters
Type Name Description
Name InName
System.Boolean InBool
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SetFloatParameter(Name, Single)

Set a float instance parameter for use in sound cues played by this audio component

Declaration
public void SetFloatParameter(Name InName, float InFloat)
Parameters
Type Name Description
Name InName
System.Single InFloat
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SetIntParameter(Name, Int32)

Set an integer instance parameter for use in sound cues played by this audio component

Declaration
public void SetIntParameter(Name InName, int InInt)
Parameters
Type Name Description
Name InName
System.Int32 InInt
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SetLowPassFilterEnabled(Boolean)

Sets whether or not the low pass filter is enabled on the audio component.

Declaration
public void SetLowPassFilterEnabled(bool InLowPassFilterEnabled)
Parameters
Type Name Description
System.Boolean InLowPassFilterEnabled
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SetLowPassFilterFrequency(Single)

Sets lowpass filter frequency of the audio component.

Declaration
public void SetLowPassFilterFrequency(float InLowPassFilterFrequency)
Parameters
Type Name Description
System.Single InLowPassFilterFrequency
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SetPaused(Boolean)

Pause an audio component playing its sound cue, issue any delegates if needed

Declaration
public void SetPaused(bool bPause)
Parameters
Type Name Description
System.Boolean bPause
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SetPitchMultiplier(Single)

Set a new pitch multiplier

Declaration
public void SetPitchMultiplier(float NewPitchMultiplier)
Parameters
Type Name Description
System.Single NewPitchMultiplier
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SetSound(SoundBase)

Set what sound is played by this component

Declaration
public void SetSound(SoundBase NewSound)
Parameters
Type Name Description
SoundBase NewSound
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SetSubmixSend(SoundSubmix, Single)

Sets how much audio the sound should send to the given submix.

Declaration
public void SetSubmixSend(SoundSubmix Submix, float SendLevel)
Parameters
Type Name Description
SoundSubmix Submix
System.Single SendLevel
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SetUISound(Boolean)

Set whether sounds generated by this audio component should be considered UI sounds

Declaration
public void SetUISound(bool bInUISound)
Parameters
Type Name Description
System.Boolean bInUISound
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SetVolumeMultiplier(Single)

Set a new volume multiplier

Declaration
public void SetVolumeMultiplier(float NewVolumeMultiplier)
Parameters
Type Name Description
System.Single NewVolumeMultiplier
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SetWaveParameter(Name, SoundWave)

Set a sound wave instance parameter for use in sound cues played by this audio component

Declaration
public void SetWaveParameter(Name InName, SoundWave InWave)
Parameters
Type Name Description
Name InName
SoundWave InWave
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Stop()

Stop an audio component playing its sound cue, issue any delegates if needed

Declaration
public void Stop()

Operators

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Implicit(IntPtr to AudioComponent)

Convert from IntPtr to UObject

Declaration
public static implicit operator AudioComponent(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
AudioComponent
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