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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Kismet > API/Runtime/Engine/Kismet/UGameplayStatics > API/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 |
UFUNCTION (BlueprintCallable, Category="Audio",
Meta=(WorldContext="WorldContextObject", AdvancedDisplay="3", UnsafeDuringActorConstruction="true", Keywords="play"))
static void PlaySoundAtLocation
(
const UObject * WorldContextObject,
USoundBase * Sound,
FVector Location,
FRotator Rotation,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
class USoundAttenuation * AttenuationSettings,
USoundConcurrency * ConcurrencySettings,
const AActor * OwningActor,
const UInitialActiveSoundParams * InitialParams
)
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. |