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Defines how a sound's volume changes based on distance to the listener
| Name | USoundNodeAttenuation |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SoundNodeAttenuation.h |
| Include Path | #include "Sound/SoundNodeAttenuation.h" |
Syntax
UCLASS (HideCategories=Object, EditInlineNew, MinimalAPI, Meta=(DisplayName="Attenuation"))
class USoundNodeAttenuation : public USoundNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USoundNode → USoundNodeAttenuation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USoundNodeAttenuation
(
const FObjectInitializer& ObjectInitializer |
Sound/SoundNodeAttenuation.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttenuationOverrides | FSoundAttenuationSettings | Sound/SoundNodeAttenuation.h |
|
|
| AttenuationSettings | TObjectPtr< USoundAttenuation > | Sound/SoundNodeAttenuation.h |
|
|
| bOverrideAttenuation | uint32 | Sound/SoundNodeAttenuation.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FSoundAttenuationSettings * GetAttenuationSettingsToApply() |
Sound/SoundNodeAttenuation.h | ||
virtual void ParseNodes
(
FAudioDevice* AudioDevice, |
Sound/SoundNodeAttenuation.h |
Overridden from USoundNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float GetMaxDistance() |
Returns the maximum distance this sound can be heard from. | Sound/SoundNodeAttenuation.h | |
virtual bool HasAttenuationNode() |
Returns whether the sound has an attenuation node. | Sound/SoundNodeAttenuation.h |