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The settings for attenuating.
| Name | FSoundAttenuationSettings |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SoundAttenuation.h |
| Include Path | #include "Sound/SoundAttenuation.h" |
Syntax
USTRUCT (BlueprintType )
struct FSoundAttenuationSettings : public FBaseAttenuationSettings
Inheritance Hierarchy
- FBaseAttenuationSettings → FSoundAttenuationSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Sound/SoundAttenuation.h | |||
| Sound/SoundAttenuation.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSoundAttenuationSettings() |
Sound/SoundAttenuation.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AbsorptionMethod | EAirAbsorptionMethod | What method to use to map distance values to frequency absorption values. | Sound/SoundAttenuation.h |
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| AudioLinkSettingsOverride | TObjectPtr< UAudioLinkSettingsAbstract > | AudioLink Setting Overrides | Sound/SoundAttenuation.h |
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| bApplyNormalizationToStereoSounds | uint8 | Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. | Sound/SoundAttenuation.h |
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| bAttenuate | uint8 | Allows distance-based volume attenuation. | Sound/SoundAttenuation.h |
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| bAttenuateWithLPF | uint8 | Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance. | Sound/SoundAttenuation.h |
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| bEnableFocusInterpolation | uint8 | Enables focus interpolation to smooth transition in and and of focus. | Sound/SoundAttenuation.h |
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| bEnableListenerFocus | uint8 | Enable listener focus-based adjustments. | Sound/SoundAttenuation.h |
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| bEnableLogFrequencyScaling | uint8 | Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear). | Sound/SoundAttenuation.h |
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| bEnableOcclusion | uint8 | Enables realtime occlusion tracing. | Sound/SoundAttenuation.h |
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| bEnablePriorityAttenuation | uint8 | Enables attenuation of sound priority based off distance. | Sound/SoundAttenuation.h |
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| bEnableReverbSend | uint8 | Enables adjusting reverb sends based on distance. | Sound/SoundAttenuation.h |
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| bEnableSendToAudioLink | uint8 | Enables/Disables AudioLink on all sources using this attenuation | Sound/SoundAttenuation.h |
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| bEnableSourceDataOverride | uint8 | Enables overriding WaveInstance data using source data override plugin | Sound/SoundAttenuation.h |
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| bEnableSubmixSends | uint8 | Enables submix sends based on distance. | Sound/SoundAttenuation.h |
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| BinauralRadius | float | What min radius to use to swap to non-binaural audio when a sound starts playing. | Sound/SoundAttenuation.h |
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| bSpatialize | uint8 | Allows the source to be 3D spatialized. | Sound/SoundAttenuation.h |
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| bUseComplexCollisionForOcclusion | uint8 | Enables tracing against complex collision when doing occlusion traces. | Sound/SoundAttenuation.h |
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| CustomHighpassAirAbsorptionCurve | FRuntimeFloatCurve | The normalized custom curve to use for the air absorption highpass frequency values. | Sound/SoundAttenuation.h |
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| CustomLowpassAirAbsorptionCurve | FRuntimeFloatCurve | The normalized custom curve to use for the air absorption lowpass frequency values. | Sound/SoundAttenuation.h |
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| CustomPriorityAttenuationCurve | FRuntimeFloatCurve | The custom curve to use for distance-based priority attenuation. | Sound/SoundAttenuation.h |
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| CustomReverbSendCurve | FRuntimeFloatCurve | The custom reverb send curve to use for distance-based send level. | Sound/SoundAttenuation.h |
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| FocusAttackInterpSpeed | float | Scalar used to increase interpolation speed upwards to the target Focus value | Sound/SoundAttenuation.h |
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| FocusAzimuth | float | Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. | Sound/SoundAttenuation.h |
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| FocusDistanceScale | float | Amount to scale the distance calculation of sounds that are in-focus. | Sound/SoundAttenuation.h |
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| FocusPriorityScale | float | Amount to scale the priority of sounds that are in focus. | Sound/SoundAttenuation.h |
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| FocusReleaseInterpSpeed | float | Scalar used to increase interpolation speed downwards to the target Focus value | Sound/SoundAttenuation.h |
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| FocusVolumeAttenuation | float | Amount to attenuate sounds that are in focus. Can be overridden at the sound-level. | Sound/SoundAttenuation.h |
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| HPFFrequencyAtMax | float | The range of the cutoff frequency (in Hz) of the highpass absorption filter. | Sound/SoundAttenuation.h |
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| HPFFrequencyAtMin | float | The range of the cutoff frequency (in Hz) of the highpass absorption filter. | Sound/SoundAttenuation.h |
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| LPFFrequencyAtMax | float | The range of the cutoff frequency (in Hz) of the lowpass absorption filter. | Sound/SoundAttenuation.h |
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| LPFFrequencyAtMin | float | The range of the cutoff frequency (in Hz) of the lowpass absorption filter. | Sound/SoundAttenuation.h |
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| LPFRadiusMax | float | The max distance range at which to apply an absorption LPF filter. | Sound/SoundAttenuation.h |
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| LPFRadiusMin | float | The distance min range at which to apply an absorption LPF filter. | Sound/SoundAttenuation.h |
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| ManualPriorityAttenuation | float | Static priority scalar to use (doesn't change as a function of distance). | Sound/SoundAttenuation.h |
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| ManualReverbSendLevel | float | The manual master reverb send level to use. Doesn't change as a function of distance. | Sound/SoundAttenuation.h |
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| NonFocusAzimuth | float | Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. | Sound/SoundAttenuation.h |
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| NonFocusDistanceScale | float | Amount to scale the distance calculation of sounds that are not in-focus. | Sound/SoundAttenuation.h |
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| NonFocusPriorityScale | float | Amount to scale the priority of sounds that are not in-focus. | Sound/SoundAttenuation.h |
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| NonFocusVolumeAttenuation | float | Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level. | Sound/SoundAttenuation.h |
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| NonSpatializedRadiusEnd | float | The distance below which a sound is fully non-spatialized (2D). | Sound/SoundAttenuation.h |
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| NonSpatializedRadiusMode | ENonSpatializedRadiusSpeakerMapMode | Defines how to interpolate a 3D sound towards a 2D sound when using the non-spatialized radius start and end properties. | Sound/SoundAttenuation.h |
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| NonSpatializedRadiusStart | float | The distance below which a sound begins to linearly interpolate towards being non-spatialized (2D). | Sound/SoundAttenuation.h |
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| OcclusionInterpolationTime | float | The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded. | Sound/SoundAttenuation.h |
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| OcclusionLowPassFilterFrequency | float | The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. | Sound/SoundAttenuation.h |
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| OcclusionTraceChannel | TEnumAsByte< enum ECollisionChannel > | Which trace channel to use for audio occlusion checks. | Sound/SoundAttenuation.h |
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| OcclusionVolumeAttenuation | float | The amount of volume attenuation to apply to sounds which are occluded. | Sound/SoundAttenuation.h |
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| PluginSettings | FSoundAttenuationPluginSettings | Sound attenuation plugin settings to use with sounds that play with this attenuation setting. | Sound/SoundAttenuation.h |
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| PriorityAttenuationDistanceMax | float | The max distance to attenuate priority. | Sound/SoundAttenuation.h |
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| PriorityAttenuationDistanceMin | float | The min distance to attenuate priority. | Sound/SoundAttenuation.h |
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| PriorityAttenuationMax | float | Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener. | Sound/SoundAttenuation.h |
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| PriorityAttenuationMethod | EPriorityAttenuationMethod | What method to use to control priority attenuation | Sound/SoundAttenuation.h |
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| PriorityAttenuationMin | float | Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener. | Sound/SoundAttenuation.h |
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| ReverbDistanceMax | float | The max distance to send to the master reverb. | Sound/SoundAttenuation.h |
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| ReverbDistanceMin | float | The min distance to send to the master reverb. | Sound/SoundAttenuation.h |
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| ReverbSendMethod | EReverbSendMethod | What method to use to control master reverb sends | Sound/SoundAttenuation.h |
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| ReverbWetLevelMax | float | The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance. | Sound/SoundAttenuation.h |
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| ReverbWetLevelMin | float | The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance. | Sound/SoundAttenuation.h |
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| SpatializationAlgorithm | TEnumAsByte< enum ESoundSpatializationAlgorithm > | What method we use to spatialize the sound. | Sound/SoundAttenuation.h |
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| StereoSpread | float | The world-space distance between left and right stereo channels when stereo assets are 3D spatialized. | Sound/SoundAttenuation.h |
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| SubmixSendSettings | TArray< FAttenuationSubmixSendSettings > | Set of submix send settings to use to send audio to submixes as a function of distance. | Sound/SoundAttenuation.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddStructReferencedObjects
(
FReferenceCollector& Collector |
Sound/SoundAttenuation.h | ||
virtual void CollectAttenuationShapesForVisualization
(
TMultiMap< EAttenuationShape::Type, FBaseAttenuationSettings::AttenuationShapeDetails >& ShapeDetai... |
Sound/SoundAttenuation.h | ||
float GetFocusAttenuation
(
const FGlobalFocusSettings& FocusSettings, |
Sound/SoundAttenuation.h | ||
float GetFocusDistanceScale
(
const FGlobalFocusSettings& FocusSettings, |
Sound/SoundAttenuation.h | ||
float GetFocusPriorityScale
(
const FGlobalFocusSettings& FocusSettings, |
Sound/SoundAttenuation.h | ||
void PostSerialize
(
const FArchive& Ar |
Sound/SoundAttenuation.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FSoundAttenuationSettings& Other |
Sound/SoundAttenuation.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DistanceType_DEPRECATED | TEnumAsByte< enum ESoundDistanceCalc > | Sound/SoundAttenuation.h | ||
| OcclusionPluginSettings_DEPRECATED | TObjectPtr< UOcclusionPluginSourceSettingsBase > | Sound/SoundAttenuation.h | ||
| OmniRadius_DEPRECATED | float | Sound/SoundAttenuation.h | ||
| RadiusMax_DEPRECATED | float | Sound/SoundAttenuation.h | ||
| RadiusMin_DEPRECATED | float | Sound/SoundAttenuation.h | ||
| ReverbPluginSettings_DEPRECATED | TObjectPtr< UReverbPluginSourceSettingsBase > | Sound/SoundAttenuation.h | ||
| SpatializationPluginSettings_DEPRECATED | TObjectPtr< USpatializationPluginSourceSettingsBase > | Sound/SoundAttenuation.h |