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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FAudioDevice
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool SoundIsAudible
(
const FActiveSound& NewActiveSound |
Checks if the given sound would be audible. | AudioDevice.h | |
bool SoundIsAudible
(
USoundBase* Sound, |
Checks if the given sound would be audible. | AudioDevice.h |
SoundIsAudible(const FActiveSound &)
Description
Checks if the given sound would be audible.
| Name | SoundIsAudible |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/AudioDevice.h |
| Include Path | #include "AudioDevice.h" |
| Source | /Engine/Source/Runtime/Engine/Private/AudioDevice.cpp |
bool SoundIsAudible
(
const FActiveSound & NewActiveSound
)
True if the sound is audible, false otherwise.
Parameters
| Name | Remarks |
|---|---|
| NewActiveSound | The ActiveSound attempting to be created |
SoundIsAudible(USoundBase , const UWorld , const FVector &, const FSoundAttenuationSettings *, float, float)
Description
Checks if the given sound would be audible.
| Name | SoundIsAudible |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/AudioDevice.h |
| Include Path | #include "AudioDevice.h" |
| Source | /Engine/Source/Runtime/Engine/Private/AudioDevice.cpp |
bool SoundIsAudible
(
USoundBase * Sound,
const UWorld * World,
const FVector & Location,
const FSoundAttenuationSettings * AttenuationSettingsToApply,
float MaxDistance,
float FocusFactor
) const
Returns true if the sound is audible, false otherwise.
Parameters
| Name | Remarks |
|---|---|
| Sound | The sound to check if it would be audible |
| World | The world the sound is playing in |
| Location | The location the sound is playing in the world |
| AttenuationSettings | The (optional) attenuation settings the sound is using |
| MaxDistance | The computed max distance of the sound. |
| FocusFactor | The focus factor of the sound. |