unreal.AudioComponentGroup

class unreal.AudioComponentGroup(outer: Object | None = None, name: Name | str = 'None')

Bases: SceneComponent

  • Automatic Handler for voices and parameters across any number of AudioComponents

C++ Source:

  • Plugin: AudioGameplay

  • Module: AudioGameplay

  • File: AudioComponentGroup.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • components (Array[AudioComponent]): [Read-Only]

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • on_killed (SoundGroupChanged): [Read-Write]

  • on_stopped (SoundGroupChanged): [Read-Write]

  • on_unvirtualized (SoundGroupChanged): [Read-Write]

  • on_virtualized (SoundGroupChanged): [Read-Write]

  • persistent_params (Array[AudioParameter]): [Read-Only]

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] 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] 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] 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] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • use_attach_parent_bound (bool): [Read-Write] 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] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

add_extension(new_extension) None

Add Extension

Parameters:

new_extension (AudioComponentGroupExtension) –

add_external_component(component_to_add) None

Allow an externally created AudioComponent to share parameters with this SoundGroup

Parameters:

component_to_add (AudioComponent) –

broadcast_event(event_name) None

Broadcast Event

Parameters:

event_name (Name) –

broadcast_kill() None

Broadcast Kill

broadcast_stop_all() None

Broadcast Stop All

disable_virtualization() None

Disable Virtualization

enable_virtualization() None

Enable Virtualization

get_bool_param_value(param_name) bool

Get Bool Param Value

Parameters:

param_name (Name) –

Return type:

bool

get_float_param_value(param_name) float

Get Float Param Value

Parameters:

param_name (Name) –

Return type:

float

get_string_param_value(param_name) str

Get String Param Value

Parameters:

param_name (Name) –

Return type:

str

is_playing_any() bool

Is Playing Any

Return type:

bool

is_virtualized() bool

Is Virtualized

Return type:

bool

property on_killed: SoundGroupChanged

[Read-Write]

Type:

(SoundGroupChanged)

property on_stopped: SoundGroupChanged

[Read-Write]

Type:

(SoundGroupChanged)

property on_unvirtualized: SoundGroupChanged

[Read-Write]

Type:

(SoundGroupChanged)

property on_virtualized: SoundGroupChanged

[Read-Write]

Type:

(SoundGroupChanged)

property persistent_params: None

[Read-Only]

Type:

(Array[AudioParameter])

remove_extension(new_extension) None

Remove Extension

Parameters:

new_extension (AudioComponentGroupExtension) –

reset_parameters() None

Resets all parameters to their original values.

set_bool_array_parameter(name, value) None

Sets a named Boolean Array

Parameters:
set_bool_parameter(name, bool) None

Sets a named Boolean

Parameters:
set_float_array_parameter(name, value) None

Sets a named Float Array

Parameters:
set_float_parameter(name, float) None

Sets a named Float

Parameters:
set_int_array_parameter(name, value) None

Sets a named Int32 Array

Parameters:
set_int_parameter(name, int) None

Sets a named Int32

Parameters:
  • name (Name) –

  • int (int32) –

set_low_pass_filter(frequency) None

Set Low Pass Filter

Parameters:

frequency (float) –

set_object_array_parameter(name, value) None

Sets a named UObject Array

Parameters:
set_object_parameter(name, value) None

Sets a named UObject

Parameters:
set_parameters_blueprint(parameters) None

Sets an array of parameters as a batch

Parameters:

parameters (Array[AudioParameter]) –

set_pitch_multiplier(pitch) None

Set Pitch Multiplier

Parameters:

pitch (float) –

set_string_array_parameter(name, value) None

Sets a named String Array

Parameters:
set_string_parameter(name, value) None

Sets a named String

Parameters:
set_trigger_parameter(name) None

Executes a named trigger. Does not cache trigger value, so only executes if the sound is already playing. If the intent is for the trigger to execute immediately (if playing) and be called on initialization for all future instances, call ‘SetBoolParameter’ with the intended initial trigger behavior (true if trigger desired on initialization, false if not).

Parameters:

name (Name) –

set_volume_multiplier(volume) None

Set Volume Multiplier

Parameters:

volume (float) –

classmethod static_get_or_create_component_group(actor) AudioComponentGroup

Static Get or Create Component Group

Parameters:

actor (Actor) –

Return type:

AudioComponentGroup

stop_sound(sound, fade_time=0.000000) None

Stop all instances of this Sound on any internal or external components

Parameters: