unreal.AudioCaptureComponent
¶
- class unreal.AudioCaptureComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
SynthComponent
Audio Capture Component
C++ Source:
Plugin: AudioCapture
Module: AudioCapture
File: AudioCaptureComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentallow_spatialization
(bool): [Read-Write] Allow Spatialization: Is this audio component allowed to be spatialized?asset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the componentattenuation_overrides
(SoundAttenuationSettings): [Read-Write] Attenuation Overrides: If bOverrideSettings is true, the attenuation properties to use for sounds generated by this componentattenuation_settings
(SoundAttenuation): [Read-Write] Attenuation Settings: If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.bus_sends
(Array[SoundSourceBusSendInfo]): [Read-Write] Bus Sends: This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.concurrency_set
(Set[SoundConcurrency]): [Read-Write] Concurrency Set: What sound concurrency to use for sounds generated by this audio componentdetail_mode
(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classenable_base_submix
(bool): [Read-Write] Enable Base Submix: If enabled, sound will route to the Master Submix by default or to the Base Submix if defined. If disabled, sound will route ONLY to the Submix Sends and/or Bus Sendsenable_bus_sends
(bool): [Read-Write] Enable Bus Sends: Whether or not to enable sending this audio’s output to buses.enable_submix_sends
(bool): [Read-Write] Enable Submix Sends: Whether or not to enable Submix Sends other than the Base Submix.envelope_follower_attack_time
(int32): [Read-Write] Envelope Follower Attack Time: The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.envelope_follower_release_time
(int32): [Read-Write] Envelope Follower Release Time: The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.hidden_in_game
(bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.is_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildsis_ui_sound
(bool): [Read-Write] Is UISound: Whether or not this sound plays when the game is paused in the UIjitter_latency_frames
(int32): [Read-Write] Jitter Latency Frames: Induced latency in audio frames to use to account for jitter between mic capture hardware and audio render hardware.Increasing this number will increase latency but reduce potential for underruns.
mobility
(ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.on_audio_envelope_value
(OnSynthEnvelopeValue): [Read-Write] On Audio Envelope Valueon_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedoverride_attenuation
(bool): [Read-Write] Override Attenuation: Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation propertiesphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *pre_effect_bus_sends
(Array[SoundSourceBusSendInfo]): [Read-Write] Pre Effect Bus Sends: This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed.primary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentrelative_location
(Vector): [Read-Write] Relative Location: Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!should_update_physics_volume
(bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()sound_class
(SoundClass): [Read-Write] Sound Class: Sound class this sound belongs tosound_submix
(SoundSubmixBase): [Read-Write] Sound Submix: Submix this sound belongs tosound_submix_sends
(Array[SoundSubmixSendInfo]): [Read-Write] Sound Submix Sends: An array of submix sends. Audio from this sound will send a portion of its audio to these effects.source_effect_chain
(SoundEffectSourcePresetChain): [Read-Write] Source Effect Chain: The source effect chain to use for this sound.use_attach_parent_bound
(bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.visible
(bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.