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Structure containing configurable properties of a sound class.
| Name | FSoundClassProperties |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SoundClass.h |
| Include Path | #include "Sound/SoundClass.h" |
Syntax
USTRUCT (BlueprintType )
struct FSoundClassProperties
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSoundClassProperties() |
Sound/SoundClass.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttenuationDistanceScale | float | Scales the distance measurement used by the audio engine when determining distance-based attenuation. | Sound/SoundClass.h |
|
| bAlwaysPlay | uint8 | Whether to inflate referencing sound's priority to always play. | Sound/SoundClass.h |
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| bApplyAmbientVolumes | uint8 | Whether the Interior/Exterior volume and LPF modifiers should be applied | Sound/SoundClass.h |
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| bApplyEffects | uint8 | Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds. | Sound/SoundClass.h |
|
| bCenterChannelOnly | uint8 | Whether or not this sound class forces sounds to the center channel | Sound/SoundClass.h |
|
| bIsMusic | uint8 | Whether or not this is music (propagates to child classes only if parent is true) | Sound/SoundClass.h |
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| bIsUISound | uint8 | Whether or not this sound plays when the game is paused in the UI | Sound/SoundClass.h |
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| bReverb | uint8 | Whether or not sounds referencing this class send to the reverb submix | Sound/SoundClass.h |
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| Default2DReverbSendAmount | float | Send amount to master reverb effect for referencing unattenuated (2D) sounds. | Sound/SoundClass.h |
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| DefaultSubmix | TObjectPtr< USoundSubmix > | Default output submix of referencing sounds. | Sound/SoundClass.h |
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| LFEBleed | float | The amount of a sound to bleed to the LFE channel | Sound/SoundClass.h |
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| LoadingBehavior | ESoundWaveLoadingBehavior | Specifies how and when compressed audio data is loaded for asset if stream caching is enabled. | Sound/SoundClass.h |
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| LowPassFilterFrequency | float | Lowpass filter cutoff frequency | Sound/SoundClass.h |
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| ModulationSettings | FSoundModulationDefaultSettings | Default modulation settings for sounds directly referencing this class | Sound/SoundClass.h |
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| OutputTarget | TEnumAsByte< EAudioOutputTarget::Type > | Which output target the sound should be played through | Sound/SoundClass.h |
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| Pitch | float | Pitch multiplier. | Sound/SoundClass.h |
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| RadioFilterVolume | float | Volume of the radio filter effect. | Sound/SoundClass.h |
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| RadioFilterVolumeThreshold | float | Volume at which the radio filter kicks in | Sound/SoundClass.h |
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| SizeOfFirstAudioChunkInSeconds | FPerPlatformFloat | How much audio to add to First Audio Chunk (in seconds) | Sound/SoundClass.h |
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| VoiceCenterChannelVolume | float | The amount to send to center channel (does not propagate to child classes) | Sound/SoundClass.h |
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| Volume | float | Volume multiplier. | Sound/SoundClass.h |
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