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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UGameplayStatics
Description
Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.
| Name | SpawnSoundAtLocation |
| 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 UAudioComponent * SpawnSoundAtLocation
(
const UObject * WorldContextObject,
USoundBase * Sound,
FVector Location,
FRotator Rotation,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
class USoundAttenuation * AttenuationSettings,
USoundConcurrency * ConcurrencySettings,
bool bAutoDestroy
)
An audio component to manipulate the spawned sound
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 |
| bAutoDestroy | Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |