unreal.PropertyAnimatorSoundWave¶
- class unreal.PropertyAnimatorSoundWave(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PropertyAnimatorNumericBaseApplies 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 nameanimator_display_name(Name): [Read-Only] Display name as title property for component array, hide it but must be visible to editor for array title propertyanimator_enabled(bool): [Read-Write] Enable control of properties linked to this Animatorcycle_duration(float): [Read-Write] Duration of one cycle for the effect = period of the effectcycle_gap_duration(float): [Read-Write] Time gap between each cyclecycle_mode(PropertyAnimatorCycleMode): [Read-Write] Cycle mode for the effectlinked_properties(Array[PropertyAnimatorCoreContext]): [Read-Write] Context for properties linked to this Animatorloop(bool): [Read-Write] Whether we keep looping after the duration has been reached or before 0magnitude(float): [Read-Write] Magnitude for the effect on all propertiesoverride_time_source(bool): [Read-Write] Use the global time source or override it on this animatorrandom_time_offset(bool): [Read-Write] Use random time offset to add variation in animationsampled_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 cachedseed(int32): [Read-Write] Seed to generate per property time offsettime_source_name(Name): [Read-Write] The time source to usetime_sources_instances(Map[Name, PropertyAnimatorCoreTimeSourceBase]): [Read-Write] deprecated: Use TimeSources instead