Unreal Engine Blueprint API Reference > Utilities > Struct
Adds a node that create a 'SoundAttenuationSettings' from its members
Inputs
Type | Name | Description |
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boolean | Enable Volume Attenuation | Allows distance-based volume attenuation. |
boolean | Enable Spatialization | Allows the source to be 3D spatialized. |
boolean | Enable Air Absorption | Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance. |
boolean | Enable Listener Focus | Enable listener focus-based adjustments. |
boolean | Enable Focus Interpolation | Enables focus interpolation to smooth transition in and and of focus. |
boolean | Enable Occlusion | Enables realtime occlusion tracing. |
boolean | Use Complex Collision For Occlusion | Enables tracing against complex collision when doing occlusion traces. |
boolean | Enable Reverb Send | Enables adjusting reverb sends based on distance. |
boolean | Enable Priority Attenuation | Enables attenuation of sound priority based off distance. |
boolean | Normalize 3D Stereo Sounds | Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing. |
boolean | Enable Log Frequency Scaling | Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear). |
boolean | Enable Submix Send | Enables submix sends based on distance. |
boolean | Enable Source Data Override | Enables overriding WaveInstance data using source data override plugin |
boolean | Enable Send To Audio Link | Enables/Disables AudioLink on all sources using this attenuation |
enum | Spatialization Method | What method we use to spatialize the sound. |
object | Audio Link Settings Override | AudioLink Setting Overrides |
real | Binaural Radius | What min radius to use to swap to non-binaural audio when a sound starts playing. |
struct | Custom Lowpass Air Absorption Curve | The normalized custom curve to use for the air absorption lowpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis) |
struct | Custom Highpass Air Absorption Curve | The normalized custom curve to use for the air absorption highpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis) |
enum | Absorption Method | What method to use to map distance values to frequency absorption values. |
enum | Occlusion Trace Channel | Which trace channel to use for audio occlusion checks. |
enum | Reverb Send Method | What method to use to control master reverb sends |
enum | Priority Attenuation Method | What method to use to control priority attenuation |
real | Non Spatialized Radius Start | The distance below which a sound begins to linearly interpolate towards being non-spatialized (2D). See "Non Spatialized Radius End" to define the end of the interpolation and the "Non Spatialized Radius Mode" for the mode of the interpolation. Note: this does not apply when using a 3rd party binaural plugin (audio will remain spatialized). |
real | Non Spatialized Radius End | The distance below which a sound is fully non-spatialized (2D). See "Non Spatialized Radius Start" to define the start of the interpolation and the "Non Spatialized Radius Mode" for the mode of the interpolation. |
enum | Non Spatialized Radius Mode | Defines how to interpolate a 3D sound towards a 2D sound when using the non-spatialized radius start and end properties. |
real | 3D Stereo Spread | The world-space distance between left and right stereo channels when stereo assets are 3D spatialized. |
real | Min Distance Range | The distance min range at which to apply an absorption LPF filter. |
real | Max Distance Range | The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values. |
real | Low Pass Cutoff Frequency Min | The range of the cutoff frequency (in Hz) of the lowpass absorption filter. |
real | Low Pass Cutoff Frequency Max | The range of the cutoff frequency (in Hz) of the lowpass absorption filter. |
real | High Pass Cutoff Frequency Min | The range of the cutoff frequency (in Hz) of the highpass absorption filter. |
real | High Pass Cutoff Frequency Max | The range of the cutoff frequency (in Hz) of the highpass absorption filter. |
real | Focus Azimuth | Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus. |
real | Non Focus Azimuth | Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus. |
real | Focus Distance Scale | Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are. |
real | Non Focus Distance Scale | Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are. |
real | Focus Priority Scale | Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus. |
real | Non Focus Priority Scale | Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus. |
real | Focus Volume Attenuation | Amount to attenuate sounds that are in focus. Can be overridden at the sound-level. |
real | Non Focus Volume Attenuation | Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level. |
real | Focus Attack Interp Speed | Scalar used to increase interpolation speed upwards to the target Focus value |
real | Focus Release Interp Speed | Scalar used to increase interpolation speed downwards to the target Focus value |
real | Occlusion Low Pass Filter Frequency | The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter. |
real | Occlusion Volume Attenuation | The amount of volume attenuation to apply to sounds which are occluded. |
real | Occlusion Interpolation Time | The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded. |
real | Reverb Min Send Level | The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance. |
real | Reverb Max Send Level | The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance. |
real | Reverb Min Send Distance | The min distance to send to the master reverb. |
real | Reverb Max Send Distance | The max distance to send to the master reverb. |
real | Manual Reverb Send Level | The manual master reverb send level to use. Doesn't change as a function of distance. |
real | Priority Attenuation at Min Distance | Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener. |
real | Priority Attenuation at Max Distance | Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener. |
real | Priority Attenuation Min Distance | The min distance to attenuate priority. |
real | Priority Attenuation Max Distance | The max distance to attenuate priority. |
real | Attenuation Priority | Static priority scalar to use (doesn't change as a function of distance). |
struct | Custom Reverb Send Curve | The custom reverb send curve to use for distance-based send level. |
struct | Submix Send Settings | Set of submix send settings to use to send audio to submixes as a function of distance. |
struct | Custom Priority Attenuation Curve | The custom curve to use for distance-based priority attenuation. |
struct | Plugin Settings | Sound attenuation plugin settings to use with sounds that play with this attenuation setting. |
enum | Attenuation Function | The type of attenuation as a function of distance to use. |
enum | Attenuation Shape | The shape of the non-custom attenuation method. |
enum | Falloff Mode | Whether to continue attenuating, go silent, or hold last volume value when beyond falloff bounds and'Attenuation At Max (dB)' is set to a value greater than -60dB.(Only for 'Natural Sound' Distance Algorithm). */ |
real | Attenuation at Max (D B) | The attenuation volume at the falloff distance in decibels (Only for 'Natural Sound' Distance Algorithm). |
vector | Attenuation Shape Extents | The dimensions to use for the attenuation shape. Interpretation of the values differ per shape.Sphere - X is Sphere Radius. Y and Z are unusedCapsule - X is Capsule Half Height, Y is Capsule Radius, Z is unusedBox - X, Y, and Z are the Box's dimensionsCone - X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle |
real | Cone Offset | The distance back from the sound's origin to begin the cone when using the cone attenuation shape. |
real | Falloff Distance | The distance over which volume attenuation occurs. |
real | Cone Sphere Radius | An optional attenuation radius (sphere) that extends from the cone origin. |
real | Cone Sphere Falloff Distance | The distance over which volume attenuation occurs for the optional sphere shape. |
struct | Custom Attenuation Curve | The custom volume attenuation curve to use. |
Outputs
Type | Name | Description |
---|---|---|
struct | Sound Attenuation Settings |