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float |
AttenuationDistanceScale |
Scales the distance measurement used by the audio engine when determining distance-based attenuation. |
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uint8: 1 |
bAlwaysPlay |
Whether to inflate referencing sound's priority to always play. |
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uint8: 1 |
bApplyAmbientVolumes |
Whether the Interior/Exterior volume and LPF modifiers should be applied |
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uint8: 1 |
bApplyEffects |
Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds. |
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uint8: 1 |
bCenterChannelOnly |
Whether or not this sound class forces sounds to the center channel |
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uint8: 1 |
bIsMusic |
Whether or not this is music (propagates to child classes only if parent is true) |
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uint8: 1 |
bIsUISound |
Whether or not this sound plays when the game is paused in the UI |
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uint8: 1 |
bReverb |
Whether or not sounds referencing this class send to the reverb submix |
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float |
Default2DReverbSendAmount |
Send amount to master reverb effect for referencing unattenuated (2D) sounds. |
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TObjectPtr< USoundSubmix > |
DefaultSubmix |
Default output submix of referencing sounds. |
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float |
LFEBleed |
The amount of a sound to bleed to the LFE channel |
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ESoundWaveLoadingBehavior |
LoadingBehavior |
Specifies how and when compressed audio data is loaded for asset if stream caching is enabled. |
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float |
LowPassFilterFrequency |
Lowpass filter cutoff frequency |
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FSoundModulationDefaultSettings |
ModulationSettings |
Default modulation settings for sounds directly referencing this class |
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TEnumAsByte< EAudioOutputTarget::Type > |
OutputTarget |
Which output target the sound should be played through |
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float |
Pitch |
Pitch multiplier. |
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float |
RadioFilterVolume |
Volume of the radio filter effect. |
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float |
RadioFilterVolumeThreshold |
Volume at which the radio filter kicks in |
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float |
VoiceCenterChannelVolume |
The amount to send to center channel (does not propagate to child classes) |
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float |
Volume |
Volume multiplier. |