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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UGameplayStatics
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void PlaySoundAtLocation
(
const UObject* WorldContextObject, |
Kismet/GameplayStatics.h | ||
static void PlaySoundAtLocation
(
const UObject* WorldContextObject, |
Plays a sound at the given location. | Kismet/GameplayStatics.h |
|
PlaySoundAtLocation(const UObject , USoundBase , FVector, float, float, float, class USoundAttenuation , USoundConcurrency , const UInitialActiveSoundParams *)
| Name | PlaySoundAtLocation |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include Path | #include "Kismet/GameplayStatics.h" |
static void PlaySoundAtLocation
(
const UObject * WorldContextObject,
USoundBase * Sound,
FVector Location,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
class USoundAttenuation * AttenuationSettings,
USoundConcurrency * ConcurrencySettings,
const UInitialActiveSoundParams * InitialParams
)
PlaySoundAtLocation(const UObject , USoundBase , FVector, FRotator, float, float, float, class USoundAttenuation , USoundConcurrency , const AActor , const UInitialActiveSoundParams )
Description
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.
| Name | PlaySoundAtLocation |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include Path | #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
)
Parameters
| Name | Remarks |
|---|---|
| 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. |