BlueprintAPI > BlueprintAPI/Audio
This function allows users to create and play Audio Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated sounds that need to follow another object in space.
Target is Gameplay Statics
Inputs
Type | Name | Description |
---|---|---|
exec | In | |
object | Sound | sound to play |
object | Attach to Component | |
name | Attach Point Name | Optional named point within the AttachComponent to play the sound at |
vector | Location | Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset |
rotator | Rotation | Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset |
enum | Location Type | Specifies whether Location is a relative offset or an absolute world position |
boolean | Stop when Attached to Destroyed | Specifies whether the sound should stop playing when the owner of the attach to component is destroyed. |
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 in to the sound to begin playback at |
object | Attenuation Settings | Override attenuation settings package to play sound with |
object | Concurrency Settings | Override concurrency 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 | An audio component to manipulate the spawned sound |