unreal.MediaSoundComponent
¶
- class unreal.MediaSoundComponent(outer=None, name='None')¶
Bases:
unreal.SynthComponent
Implements a sound component for playing a media player’s audio output.
C++ Source:
Module: MediaAssets
File: MediaSoundComponent.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 parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentallow_spatialization
(bool): [Read-Write] Is this audio component allowed to be spatialized?asset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentattenuation_overrides
(SoundAttenuationSettings): [Read-Write] If bOverrideSettings is true, the attenuation properties to use for sounds generated by this componentattenuation_settings
(SoundAttenuation): [Read-Write] If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.bus_sends
(Array(SoundSourceBusSendInfo)): [Read-Write] 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] Whether this component can potentially influence navigationchannels
(MediaSoundChannels): [Read-Write] Media sound channel type.component_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.concurrency_set
(Set(SoundConcurrency)): [Read-Write] What sound concurrency to use for sounds generated by this audio componentdetail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.dynamic_rate_adjustment
(bool): [Read-Write] Dynamically adjust the sample rate if audio and media clock desynchronize.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenable_base_submix
(bool): [Read-Write] 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] Whether or not to enable sending this audio’s output to buses.enable_submix_sends
(bool): [Read-Write] Whether or not to enable Submix Sends other than the Base Submix.envelope_follower_attack_time
(int32): [Read-Write] 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] 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] 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 buildsis_ui_sound
(bool): [Read-Write] Whether or not this sound plays when the game is paused in the UImedia_player
(MediaPlayer): [Read-Write] The media player asset associated with this component.This property is meant for design-time convenience. To change the associated media player at run-time, use the SetMediaPlayer method. see: SetMediaPlayer
mobility
(ComponentMobility): [Read-Write] 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] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedoverride_attenuation
(bool): [Read-Write] 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] Delegate that will be called when PhysicsVolume has been changed *pre_effect_bus_sends
(Array(SoundSourceBusSendInfo)): [Read-Write] 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] Main tick function for the Componentrate_adjustment_factor
(float): [Read-Write] Factor for calculating the sample rate adjustment.If dynamic rate adjustment is enabled, this number is multiplied with the drift between the audio and media clock (in 100ns ticks) to determine the adjustment. that is to be multiplied into the current playrate.
rate_adjustment_range
(FloatRange): [Read-Write] The allowed range of dynamic rate adjustment.If dynamic rate adjustment is enabled, and the necessary adjustment falls outside of this range, audio samples will be dropped.
relative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_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)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()sound_class
(SoundClass): [Read-Write] Sound class this sound belongs tosound_submix
(SoundSubmixBase): [Read-Write] Submix this sound belongs tosound_submix_sends
(Array(SoundSubmixSendInfo)): [Read-Write] 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] The source effect chain to use for this sound.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.
- get_attenuation_settings_to_apply() → SoundAttenuationSettings or None¶
Get the attenuation settings based on the current component settings.
- Returns
true if attenuation settings were returned, false if attenuation is disabled.
out_attenuation_settings (SoundAttenuationSettings): Will contain the attenuation settings, if available.
- Return type
- get_media_player() → MediaPlayer¶
Get the media player that provides the audio samples. see: SetMediaPlayer
- Returns
The component’s media player, or nullptr if not set.
- Return type
- get_normalized_spectral_data()¶
Retrieves and normalizes the spectral data if spectral analysis is enabled.
- Returns
- Return type
- get_spectral_data()¶
Retrieves the spectral data if spectral analysis is enabled.
- Returns
- Return type
- set_enable_envelope_following(envelope_following) → None¶
Turns on amplitude envelope following the audio in the media sound component.
- Parameters
envelope_following (bool) –
- set_enable_spectral_analysis(spectral_analysis_enabled) → None¶
Turns on spectral analysis of the audio generated in the media sound component.
- Parameters
spectral_analysis_enabled (bool) –
- set_envelope_followingsettings(attack_time_msec, release_time_msec) → None¶
Sets the envelope attack and release times (in ms).
- Parameters
attack_time_msec (int32) –
release_time_msec (int32) –
- set_media_player(new_media_player) → None¶
Set the media player that provides the audio samples. see: GetMediaPlayer
- Parameters
new_media_player (MediaPlayer) – The player to set.
- set_spectral_analysis_settings(frequencies_to_analyze, fft_size=MediaSoundComponentFFTSize.MEDIUM_512) → None¶
Sets the settings to use for spectral analysis.
- Parameters
fft_size (MediaSoundComponentFFTSize) –