Unreal Engine Blueprint API Reference > Audio
Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. This function allows users to create and play Audio Components at a specific World Location and Rotation. Useful for spatialized and/or distance-attenuated dialogue.
Target is Gameplay Statics
Inputs
Type | Name | Description |
---|---|---|
exec | In | |
object | Dialogue | Dialogue to play |
struct | Context | Context the dialogue is to play in |
vector | Location | World position to play dialogue at |
rotator | Rotation | World rotation to play dialogue at |
real | Volume Multiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
real | Pitch Multiplier | A linear scalar multiplied with the pitch. |
real | Start Time | How far into the dialogue to begin playback at |
object | Attenuation Settings | Override attenuation settings package to play sound with |
boolean | Auto Destroy | Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |
Outputs
Type | Name | Description |
---|---|---|
exec | Out | |
object | Return Value | Audio Component to manipulate the playing dialogue with |