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Unreal Engine C++ API Reference > Runtime > Engine > Kismet > UGameplayStatics > PlaySoundAtLocation
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
Include | #include "Kismet/GameplayStatics.h" |
Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
static void PlaySoundAtLocation
&40;
const UObject &42; WorldContextObject,
USoundBase &42; Sound,
FVector Location,
FRotator Rotation,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
class USoundAttenuation &42; AttenuationSettings,
USoundConcurrency &42; ConcurrencySettings,
const AActor &42; OwningActor,
const UInitialActiveSoundParams &42; InitialParams
&41;
Remarks
Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.
Parameters
Name | Description |
---|---|
Sound | sound to play |
Location | World position to play sound at |
Rotation | World rotation to play sound at |
VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
PitchMultiplier | A linear scalar multiplied with the pitch. |
StartTime | How far in to the sound to begin playback at |
AttenuationSettings | Override attenuation settings package to play sound with |
ConcurrencySettings | Override concurrency settings package to play sound with |
OwningActor | The actor to use as the "owner" for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner. |