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API > API/Runtime > API/Runtime/AudioMixer > API/Runtime/AudioMixer/Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- USynthComponent
- UAudioCaptureComponent
- UGranularSynth
- UMediaSoundComponent
- UModularSynthComponent
- UPixelStreamingAudioComponent
- USynthComponentMonoWaveTable
- USynthComponentMoto
- UMotorSimOutputMotoSynth
- USynthComponentToneGenerator
- USynthSamplePlayer
- UVoipListenerSynthComponent
References
| Module | AudioMixer |
| Header | /Engine/Source/Runtime/AudioMixer/Public/Components/SynthComponent.h |
| Include | #include "Components/SynthComponent.h" |
Syntax
class USynthComponent : public USceneComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| FSoundAttenuationSettings | AttenuationOverrides | If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component | |
| TObjectPtr< class USoundAttenuation > | AttenuationSettings | If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component | |
| uint8: 1 | bAllowSpatialization | Is this audio component allowed to be spatialized? | |
| uint8: 1 | bAlwaysPlay | Whether to artificially prioritize the component to play | |
| uint8: 1 | bAutoDestroy | Auto destroy this component on completion | |
| uint32: 1 | bEnableBaseSubmix | If enabled, sound will route to the Master Submix by default or to the Base Submix if defined. | |
| uint32: 1 | bEnableBusSends | Whether or not to enable sending this audio's output to buses. | |
| uint32: 1 | bEnableSubmixSends | Whether or not to enable Submix Sends other than the Base Submix. | |
| uint8: 1 | bIsPreviewSound | Whether or not this synth is playing as a preview sound | |
| uint8: 1 | bIsUISound | Whether or not this sound plays when the game is paused in the UI | |
| uint8: 1 | bOverrideAttenuation | Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties | |
| uint8: 1 | bStopWhenOwnerDestroyed | Stop sound when owner is destroyed | |
| TArray< FSoundSourceBusSendInfo > | BusSends | This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed. | |
| TSet< TObjectPtr< USoundConcurrency > > | ConcurrencySet | What sound concurrency to use for sounds generated by this audio component | |
| int32 | EnvelopeFollowerAttackTime | The attack time in milliseconds for the envelope follower. | |
| int32 | EnvelopeFollowerReleaseTime | The release time in milliseconds for the envelope follower. | |
| FSoundModulationDefaultRoutingSettings | ModulationRouting | ||
| int32 | NumChannels | Can be set by the derived class, defaults to 2. | |
| FOnSynthEnvelopeValue | OnAudioEnvelopeValue | ||
| FOnSynthEnvelopeValueNative | OnAudioEnvelopeValueNative | Shadow delegate for non UObject subscribers | |
| TArray< FSoundSourceBusSendInfo > | PreEffectBusSends | This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed. | |
| int32 | PreferredBufferLength | Can be set by the derived class- sets the preferred callback size for the synth component. | |
| TObjectPtr< USoundClass > | SoundClass | Sound class this sound belongs to | |
| TObjectPtr< USoundSubmixBase > | SoundSubmix | Submix this sound belongs to | |
| TArray< FSoundSubmixSendInfo > | SoundSubmixSends | An array of submix sends. Audio from this sound will send a portion of its audio to these effects. | |
| TObjectPtr< USoundEffectSourcePresetChain > | SourceEffectChain | The source effect chain to use for this sound. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
USynthComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddAudioBufferListener
(
IAudioBufferListener* InAudioBufferListener |
Adds and removes audio buffer listener. | |
| void | AdjustVolume
(
float AdjustVolumeDuration, |
This function allows designers to trigger an adjustment to the sound instance’s playback Volume with options for smoothly applying a curve over time. | |
| void | Creates the audio component if it hasn't already been created yet. | ||
| ISoundGeneratorPtr | CreateSoundGenerator
(
const FSoundGeneratorInitParams& InParams |
Implemented by the synth component to create a generator object instead of generating audio directly on the synth component. | |
| void | FadeIn
(
float FadeInDuration, |
This function allows designers to call Play on an Audio Component instance while applying a volume curve over time. | |
| void | FadeOut
(
float FadeOutDuration, |
This function allows designers to call a delayed Stop on an Audio Component instance while applying a volume curve over time. | |
| UAudioComponent * | Retrieves this synth component's audio component. | ||
| FAudioDevice * | Gets the audio device associated with this synth component. | ||
| TSet< USoundModulatorBase * > | GetModulators
(
const EModulationDestination Destination |
Gets the set of currently active modulators for a given Modulation Destination. | |
| USoundClass * | |||
| bool | Init
(
int32& SampleRate |
Called when synth is created. | |
| void | Initialize
(
int32 SampleRateOverride |
Call if creating this synth component not via an actor component in BP, but in code or some other location. | |
| bool | IsPlaying () |
Returns true if this component is currently playing. | |
| void | OnAudioComponentEnvelopeValue
(
const UAudioComponent* AudioComponent, |
||
| void | Called when the synth component begins generating audio in render thread. | ||
| void | Called when the synth has finished generating audio on the render thread. | ||
| int32 | OnGenerateAudio
(
float* OutAudio, |
Called when more audio is needed to be generated This method of generating audio is soon to be deprecated. | |
| int32 | OnGeneratePCMAudio
(
float* GeneratedPCMData, |
Called by procedural sound wave Returns the number of samples actually generated | |
| void | RemoveAudioBufferListener
(
IAudioBufferListener* InAudioBufferListener |
||
| void | SetAudioBusSendPostEffect
(
UAudioBus* AudioBus, |
Sets how much audio the sound should send to the given AudioBus (post effect). | |
| void | SetAudioBusSendPreEffect
(
UAudioBus* AudioBus, |
Sets how much audio the sound should send to the given AudioBus (pre effect). | |
| void | SetLowPassFilterEnabled
(
bool InLowPassFilterEnabled |
Sets whether or not the low pass filter is enabled on the audio component. | |
| void | SetLowPassFilterFrequency
(
float InLowPassFilterFrequency |
Sets lowpass filter frequency of the audio component. | |
| void | SetModulationRouting
(
const TSet< USoundModulatorBase* >& Modulators, |
Sets the routing for one of the given Synth component's Modulation Destinations. | |
| void | SetOutputToBusOnly
(
bool bInOutputToBusOnly |
Sets whether or not the synth component outputs its audio to any source or audio buses. | |
| void | SetSourceBusSendPostEffect
(
USoundSourceBus* SoundSourceBus, |
Sets how much audio the sound should send to the given SourceBus (post effect). | |
| void | SetSourceBusSendPreEffect
(
USoundSourceBus* SoundSourceBus, |
Sets how much audio the sound should send to the given SourceBus (pre effect). | |
| void | SetSubmixSend
(
USoundSubmixBase* Submix, |
Sets how much audio the sound should send to the given submix. | |
| void | SetVolumeMultiplier
(
float VolumeMultiplier |
Set a new volume multiplier | |
| void | Start () |
Starts the synth generating audio. | |
| void | Stop () |
Stops the synth generating audio. | |
| void | SynthCommand
(
TFunction< void()> Command |
Method to execute parameter changes on game thread in audio render thread. |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | Activate
(
bool bReset |
Activates the SceneComponent, should be overridden by native child classes. | |
| void | Deactivate () |
Deactivates the SceneComponent. | |
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Ends gameplay for this component. | |
| bool | Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished | ||
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | |
| void | OnUnregister () |
Called when a component is unregistered. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | Handles reading, writing, and reference collecting using FArchive. |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bOutputToBusOnly_DEPRECATED | Whether or not to only send this audio's output to a bus. | |
| TObjectPtr< USoundConcurrency > | ConcurrencySettings_DEPRECATED | What sound concurrency to use for sounds generated by this audio component |