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API > API/Runtime > API/Runtime/AudioMixer
| Name | USynthComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/AudioMixer/Public/Components/SynthComponent.h |
| Include Path | #include "Components/SynthComponent.h" |
Syntax
UCLASS (Abstract, ClassGroup=Synth,
HideCategories=(Object, ActorComponent, Physics, Rendering, Mobility, LOD), MinimalAPI)
class USynthComponent : public USceneComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → USynthComponent
Implements Interfaces
Derived Classes
USynthComponent derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USynthComponent
(
const FObjectInitializer& ObjectInitializer |
Components/SynthComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttenuationOverrides | FSoundAttenuationSettings | If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component | Components/SynthComponent.h |
|
| AttenuationSettings | TObjectPtr< class USoundAttenuation > | If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component | Components/SynthComponent.h |
|
| bAllowSpatialization | uint8 | Is this audio component allowed to be spatialized? | Components/SynthComponent.h |
|
| bAlwaysPlay | uint8 | Whether to artificially prioritize the component to play | Components/SynthComponent.h | |
| bAutoDestroy | uint8 | Auto destroy this component on completion | Components/SynthComponent.h | |
| bEnableBaseSubmix | uint32 | If enabled, sound will route to the Master Submix by default or to the Base Submix if defined. | Components/SynthComponent.h |
|
| bEnableBusSends | uint32 | Whether or not to enable sending this audio's output to buses. | Components/SynthComponent.h |
|
| bEnableSubmixSends | uint32 | Whether or not to enable Submix Sends other than the Base Submix. | Components/SynthComponent.h |
|
| bIsPreviewSound | uint8 | Whether or not this synth is playing as a preview sound | Components/SynthComponent.h | |
| bIsUISound | uint8 | Whether or not this sound plays when the game is paused in the UI | Components/SynthComponent.h |
|
| bOverrideAttenuation | uint8 | Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties | Components/SynthComponent.h |
|
| bStopWhenOwnerDestroyed | uint8 | Stop sound when owner is destroyed | Components/SynthComponent.h | |
| BusSends | TArray< FSoundSourceBusSendInfo > | This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed. | Components/SynthComponent.h |
|
| ConcurrencySet | TSet< TObjectPtr< USoundConcurrency > > | What sound concurrency to use for sounds generated by this audio component | Components/SynthComponent.h |
|
| EnvelopeFollowerAttackTime | int32 | The attack time in milliseconds for the envelope follower. | Components/SynthComponent.h |
|
| EnvelopeFollowerReleaseTime | int32 | The release time in milliseconds for the envelope follower. | Components/SynthComponent.h |
|
| ModulationRouting | FSoundModulationDefaultRoutingSettings | Components/SynthComponent.h |
|
|
| OnAudioEnvelopeValue | FOnSynthEnvelopeValue | Components/SynthComponent.h |
|
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| OnAudioEnvelopeValueNative | FOnSynthEnvelopeValueNative | Shadow delegate for non UObject subscribers | Components/SynthComponent.h | |
| PreEffectBusSends | TArray< FSoundSourceBusSendInfo > | This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed. | Components/SynthComponent.h |
|
| SoundClass | TObjectPtr< USoundClass > | Sound class this sound belongs to | Components/SynthComponent.h |
|
| SoundSubmix | TObjectPtr< USoundSubmixBase > | Submix this sound belongs to | Components/SynthComponent.h |
|
| SoundSubmixSends | TArray< FSoundSubmixSendInfo > | An array of submix sends. Audio from this sound will send a portion of its audio to these effects. | Components/SynthComponent.h |
|
| SourceEffectChain | TObjectPtr< USoundEffectSourcePresetChain > | The source effect chain to use for this sound. | Components/SynthComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AudioComponent | TObjectPtr< UAudioComponent > | Components/SynthComponent.h |
|
|
| bIsInitialized | bool | Components/SynthComponent.h | ||
| bIsSynthPlaying | bool | Whether or not synth is playing. | Components/SynthComponent.h | |
| CommandQueue | TQueue< TFunction< void()> > | Components/SynthComponent.h | ||
| SoundGenerator | ISoundGeneratorPtr | Synth component's handle to its sound generator instance. | Components/SynthComponent.h | |
| Synth | TObjectPtr< USynthSound > | Components/SynthComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate
(
bool bReset |
Components/SynthComponent.h | ||
void AddAudioBufferListener
(
IAudioBufferListener* InAudioBufferListener |
Adds and removes audio buffer listener. | Components/SynthComponent.h | |
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. | Components/SynthComponent.h |
|
virtual void BeginDestroy() |
Components/SynthComponent.h | ||
void CreateAudioComponent () |
Creates the audio component if it hasn't already been created yet. | Components/SynthComponent.h | |
virtual void Deactivate() |
Components/SynthComponent.h | ||
virtual void EndPlay
(
const EEndPlayReason::Type Reason |
Components/SynthComponent.h | ||
void FadeIn
(
float FadeInDuration, |
This function allows designers to call Play on an Audio Component instance while applying a volume curve over time. | Components/SynthComponent.h |
|
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. | Components/SynthComponent.h |
|
UAudioComponent * GetAudioComponent() |
Retrieves this synth component's audio component. | Components/SynthComponent.h | |
TSet< USoundModulatorBase * > GetModulators
(
const EModulationDestination Destination |
Gets the set of currently active modulators for a given Modulation Destination. | Components/SynthComponent.h |
|
virtual USoundClass * GetSoundClass() |
Components/SynthComponent.h | ||
void Initialize
(
int32 SampleRateOverride |
Call if creating this synth component not via an actor component in BP, but in code or some other location. | Components/SynthComponent.h | |
bool IsPlaying() |
Returns true if this component is currently playing. | Components/SynthComponent.h |
|
virtual bool IsReadyForOwnerToAutoDestroy() |
Components/SynthComponent.h | ||
void OnAudioComponentEnvelopeValue
(
const UAudioComponent* AudioComponent, |
Components/SynthComponent.h | ||
virtual void OnRegister() |
Components/SynthComponent.h | ||
virtual void OnUnregister() |
Components/SynthComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/SynthComponent.h | ||
virtual void PostLoad() |
Components/SynthComponent.h | ||
void RemoveAudioBufferListener
(
IAudioBufferListener* InAudioBufferListener |
Components/SynthComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/SynthComponent.h | ||
void SetAudioBusSendPostEffect
(
UAudioBus* AudioBus, |
Sets how much audio the sound should send to the given AudioBus (post effect). | Components/SynthComponent.h |
|
void SetAudioBusSendPreEffect
(
UAudioBus* AudioBus, |
Sets how much audio the sound should send to the given AudioBus (pre effect). | Components/SynthComponent.h |
|
void SetLowPassFilterEnabled
(
bool InLowPassFilterEnabled |
Sets whether or not the low pass filter is enabled on the audio component. | Components/SynthComponent.h |
|
virtual void SetLowPassFilterFrequency
(
float InLowPassFilterFrequency |
Sets lowpass filter frequency of the audio component. | Components/SynthComponent.h |
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void SetModulationRouting
(
const TSet< USoundModulatorBase* >& Modulators, |
Sets the routing for one of the given Synth component's Modulation Destinations. | Components/SynthComponent.h |
|
void SetOutputToBusOnly
(
bool bInOutputToBusOnly |
Sets whether or not the synth component outputs its audio to any source or audio buses. | Components/SynthComponent.h |
|
void SetSourceBusSendPostEffect
(
USoundSourceBus* SoundSourceBus, |
Sets how much audio the sound should send to the given SourceBus (post effect). | Components/SynthComponent.h |
|
void SetSourceBusSendPreEffect
(
USoundSourceBus* SoundSourceBus, |
Sets how much audio the sound should send to the given SourceBus (pre effect). | Components/SynthComponent.h |
|
void SetSubmixSend
(
USoundSubmixBase* Submix, |
Sets how much audio the sound should send to the given submix. | Components/SynthComponent.h |
|
void SetVolumeMultiplier
(
float VolumeMultiplier |
Set a new volume multiplier | Components/SynthComponent.h |
|
void Start() |
Starts the synth generating audio. | Components/SynthComponent.h |
|
void Stop() |
Stops the synth generating audio. | Components/SynthComponent.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ISoundGeneratorPtr CreateSoundGenerator
(
const FSoundGeneratorInitParams& InParams |
Implemented by the synth component to create a generator object instead of generating audio directly on the synth component. | Components/SynthComponent.h | |
FAudioDevice * GetAudioDevice() |
Gets the audio device associated with this synth component. | Components/SynthComponent.h | |
virtual bool Init
(
int32& SampleRate |
Called when synth is created. | Components/SynthComponent.h | |
virtual void OnBeginGenerate() |
Called when the synth component begins generating audio in render thread. | Components/SynthComponent.h | |
virtual void OnEndGenerate() |
Called when the synth has finished generating audio on the render thread. | Components/SynthComponent.h | |
virtual int32 OnGenerateAudio
(
float* OutAudio, |
Called when more audio is needed to be generated This method of generating audio is soon to be deprecated. | Components/SynthComponent.h | |
int32 OnGeneratePCMAudio
(
float* GeneratedPCMData, |
Called by procedural sound wave Returns the number of samples actually generated | Components/SynthComponent.h | |
virtual void OnStart() |
Components/SynthComponent.h | ||
virtual void OnStop() |
Components/SynthComponent.h | ||
void SynthCommand
(
TFunction< void()> Command |
Method to execute parameter changes on game thread in audio render thread. | Components/SynthComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bOutputToBusOnly_DEPRECATED | uint32 | Whether or not to only send this audio's output to a bus. | Components/SynthComponent.h | |
| ConcurrencySettings_DEPRECATED | TObjectPtr< USoundConcurrency > | What sound concurrency to use for sounds generated by this audio component | Components/SynthComponent.h |