Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Sound
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AAmbientSound
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Sound/AmbientSound.h |
| Include | #include "Sound/AmbientSound.h" |
Syntax
class AAmbientSound : public AActor
Remarks
A sound actor that can be placed in a level
Constructors
| Type | Name | Description | |
|---|---|---|---|
AAmbientSound
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AdjustVolume
(
float AdjustVolumeDuration, |
||
| void | FadeIn
(
float FadeInDuration, |
BEGIN DEPRECATED (use component functions now in level script) | |
| void | FadeOut
(
float FadeOutDuration, |
||
| UAudioComponent * | Returns AudioComponent subobject | ||
| FString | |||
| void | Play
(
float StartTime |
||
| void | Stop () |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. | ||
| bool | GetReferencedContentObjects
(
TArray< UObject* >& Objects |
Used by the "Sync to Content Browser" right-click menu option in the editor. | |
| void | Called after all the components in the Components array are registered, called both in editor and during gameplay. |