unreal.GameplayCueNotify_SoundInfo
¶
- class unreal.GameplayCueNotify_SoundInfo(spawn_condition_override: GameplayCueNotify_SpawnCondition = Ellipsis, placement_info_override: GameplayCueNotify_PlacementInfo = Ellipsis, sound: SoundBase = Ellipsis, looping_fade_out_duration: float = 0.0, looping_fade_volume_level: float = 0.0, sound_parameter_interface_info: GameplayCueNotify_SoundParameterInterfaceInfo = Ellipsis, override_spawn_condition: bool = False, override_placement_info: bool = False, use_sound_parameter_interface: bool = False)¶
Bases:
StructBase
FGameplayCueNotify_SoundInfo
Properties that specify how to play a sound effect.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayCueNotifyTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
looping_fade_out_duration
(float): [Read-Write] How long it should take to fade out. Only used on looping gameplay cues.looping_fade_volume_level
(float): [Read-Write] The volume level you want the sound to fade out to over the ‘Looping Fade Out Duration’ before stopping. This value is irrelevant if the ‘Looping Fade Out Duration’ is zero. NOTE: If the fade out duration is positive and this value is not lower than the volume the sound is playing at, the sound will never stop!override_placement_info
(bool): [Read-Write] If enabled, use the placement info override and not the default one.override_spawn_condition
(bool): [Read-Write] If enabled, use the spawn condition override and not the default one.placement_info_override
(GameplayCueNotify_PlacementInfo): [Read-Write] Defines how the sound will be placed.sound
(SoundBase): [Read-Write] Sound to play.sound_cue
(SoundBase): [Read-Write] deprecated: 5.0 - SoundCue is deprecated. Instead use the Sound property. The type is USoundBase not USoundCue.sound_parameter_interface_info
(GameplayCueNotify_SoundParameterInterfaceInfo): [Read-Write] Defines how to interface with the sound.spawn_condition_override
(GameplayCueNotify_SpawnCondition): [Read-Write] Condition to check before playing the sound.use_sound_parameter_interface
(bool): [Read-Write] If enabled, use the placement info override and not the default one.
- property looping_fade_out_duration: float¶
[Read-Only] How long it should take to fade out. Only used on looping gameplay cues.
- Type:
(float)
- property looping_fade_volume_level: float¶
[Read-Only] The volume level you want the sound to fade out to over the ‘Looping Fade Out Duration’ before stopping. This value is irrelevant if the ‘Looping Fade Out Duration’ is zero. NOTE: If the fade out duration is positive and this value is not lower than the volume the sound is playing at, the sound will never stop!
- Type:
(float)
- property override_placement_info: bool¶
[Read-Only] If enabled, use the placement info override and not the default one.
- Type:
(bool)
- property override_spawn_condition: bool¶
[Read-Only] If enabled, use the spawn condition override and not the default one.
- Type:
(bool)
- property placement_info_override: GameplayCueNotify_PlacementInfo¶
[Read-Only] Defines how the sound will be placed.
- Type:
- property sound_cue: SoundBase¶
[Read-Write] deprecated: 5.0 - SoundCue is deprecated. Instead use the Sound property. The type is USoundBase not USoundCue.
- Type:
- property sound_parameter_interface_info: GameplayCueNotify_SoundParameterInterfaceInfo¶
[Read-Only] Defines how to interface with the sound.
- property spawn_condition_override: GameplayCueNotify_SpawnCondition¶
[Read-Only] Condition to check before playing the sound.
- Type: