unreal.PropertyAnimatorSoundWave

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

Bases: PropertyAnimatorNumericBase

Applies a sampled sound wave movement with various options on supported float properties

C++ Source:

  • Plugin: PropertyAnimator

  • Module: PropertyAnimator

  • File: PropertyAnimatorSoundWave.h

Editor Properties: (see get_editor_property/set_editor_property)

  • active_time_source (PropertyAnimatorCoreTimeSourceBase): [Read-Only] Active time source with its options, determined by its name

  • animator_display_name (Name): [Read-Only] Display name as title property for component array, hide it but must be visible to editor for array title property

  • animator_enabled (bool): [Read-Write] Enable control of properties linked to this Animator

  • cycle_duration (float): [Read-Write] Duration of one cycle for the effect = period of the effect

  • cycle_gap_duration (float): [Read-Write] Time gap between each cycle

  • cycle_mode (PropertyAnimatorCycleMode): [Read-Write] Cycle mode for the effect

  • linked_properties (Array[PropertyAnimatorCoreContext]): [Read-Write] Context for properties linked to this Animator

  • loop (bool): [Read-Write] Whether we keep looping after the duration has been reached or before 0

  • magnitude (float): [Read-Write] Magnitude for the effect on all properties

  • override_time_source (bool): [Read-Write] Use the global time source or override it on this animator

  • random_time_offset (bool): [Read-Write] Use random time offset to add variation in animation

  • sampled_sound_wave (SoundWave): [Read-Write] The sound wave to analyse Cannot be switched at runtime, only in editor due to analyzer Analyzed audio will work at runtime since it is cached

  • seed (int32): [Read-Write] Seed to generate per property time offset

  • time_source_name (Name): [Read-Write] The time source to use

  • time_sources_instances (Map[Name, PropertyAnimatorCoreTimeSourceBase]): [Read-Write] deprecated: Use TimeSources instead

property loop: bool

[Read-Write] Whether we keep looping after the duration has been reached or before 0

Type:

(bool)

property sampled_sound_wave: SoundWave

[Read-Only] The sound wave to analyse Cannot be switched at runtime, only in editor due to analyzer Analyzed audio will work at runtime since it is cached

Type:

(SoundWave)