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Unreal Engine C++ API Reference > Runtime > Engine > FAudioDevice
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/AudioDevice.h |
Include | #include "AudioDevice.h" |
Source | /Engine/Source/Runtime/Engine/Private/AudioDevice.cpp |
void PlaySoundAtLocation
&40;
USoundBase &42; Sound,
UWorld &42; World,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
const FVector & Location,
const FRotator & Rotation,
USoundAttenuation &42; AttenuationSettings,
USoundConcurrency &42; ConcurrencySettings,
const TArray< FAudioParameter > &42; Params,
const AActor &42; OwningActor
&41;
Remarks
Plays a sound at the given location without creating an audio component.
Parameters
Name | Description |
---|---|
Sound | The USoundBase to play at the location. |
World | The world this sound is playing in. |
VolumeMultiplier | The volume multiplier to set on the sound. |
PitchMultiplier | The pitch multiplier to set on the sound. |
StartTime | The initial time offset for the sound. |
Location | The sound's position. |
Rotation | The sound's rotation. |
AttenuationSettings | The sound's attenuation settings to use (optional). Will default to the USoundBase's AttenuationSettings if not specified. |
USoundConcurrency | The sound's sound concurrency settings to use (optional). Will use the USoundBase's USoundConcurrency if not specified. |
Params | An optional list of audio component params to immediately apply to a sound. |