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Unreal Engine C++ API Reference > Runtime > Engine > Sound
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ABrush
- AVolume
- AAudioVolume
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Sound/AudioVolume.h |
Include | #include "Sound/AudioVolume.h" |
Syntax
class AAudioVolume : public AVolume
Constructors
Type | Name | Description | |
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AAudioVolume
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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bool | GetEnabled () |
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const FInteriorSettings & | ||
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float | GetPriority () |
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const FReverbSettings & | ||
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const TArray< FAudioVolumeSubmixOverrideSettings > & | ||
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const TArray< FAudioVolumeSubmixSendSettings > & | ||
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void | SetEnabled
(
bool bNewEnabled |
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void | SetInteriorSettings
(
const FInteriorSettings& NewInteriorSettings |
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void | SetPriority
(
float NewPriority |
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void | SetReverbSettings
(
const FReverbSettings& NewReverbSettings |
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void | SetSubmixOverrideSettings
(
const TArray< FAudioVolumeSubmixOverrideSettings >& NewSubmixOverrideSettings |
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void | SetSubmixSendSettings
(
const TArray< FAudioVolumeSubmixSendSettings >& NewSubmixSendSettings |
Overridden from AActor
Type | Name | Description | |
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void | Called after all the components in the Components array are registered, called both in editor and during gameplay. | |
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void | Called after all currently registered components are cleared |
Overridden from UObject
Type | Name | Description | |
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void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |