unreal.SoundAttenuationSettings¶
- class unreal.SoundAttenuationSettings(distance_algorithm: AttenuationDistanceModel = Ellipsis, attenuation_shape: AttenuationShape = Ellipsis, falloff_mode: NaturalSoundFalloffMode = Ellipsis, d_b_attenuation_at_max: float = 0.0, attenuation_shape_extents: Vector = Ellipsis, cone_offset: float = 0.0, falloff_distance: float = 0.0, cone_sphere_radius: float = 0.0, cone_sphere_falloff_distance: float = 0.0, custom_attenuation_curve: RuntimeFloatCurve = [], attenuate: bool = False, spatialize: bool = False, attenuate_with_lpf: bool = False, enable_listener_focus: bool = False, enable_focus_interpolation: bool = False, enable_occlusion: bool = False, use_complex_collision_for_occlusion: bool = False, enable_reverb_send: bool = False, enable_priority_attenuation: bool = False, apply_normalization_to_stereo_sounds: bool = False, enable_log_frequency_scaling: bool = False, enable_submix_sends: bool = False, enable_source_data_override: bool = False, enable_send_to_audio_link: bool = False, spatialization_algorithm: SoundSpatializationAlgorithm = Ellipsis, audio_link_settings_override: AudioLinkSettingsAbstract = Ellipsis, binaural_radius: float = 0.0, custom_lowpass_air_absorption_curve: RuntimeFloatCurve = [], custom_highpass_air_absorption_curve: RuntimeFloatCurve = [], absorption_method: AirAbsorptionMethod = Ellipsis, occlusion_trace_channel: CollisionChannel = Ellipsis, reverb_send_method: ReverbSendMethod = Ellipsis, priority_attenuation_method: PriorityAttenuationMethod = Ellipsis, omni_radius: float = 0.0, stereo_spread: float = 0.0, lpf_radius_min: float = 0.0, lpf_radius_max: float = 0.0, lpf_frequency_at_min: float = 0.0, lpf_frequency_at_max: float = 0.0, hpf_frequency_at_min: float = 0.0, hpf_frequency_at_max: float = 0.0, focus_azimuth: float = 0.0, non_focus_azimuth: float = 0.0, focus_distance_scale: float = 0.0, non_focus_distance_scale: float = 0.0, focus_priority_scale: float = 0.0, non_focus_priority_scale: float = 0.0, focus_volume_attenuation: float = 0.0, non_focus_volume_attenuation: float = 0.0, focus_attack_interp_speed: float = 0.0, focus_release_interp_speed: float = 0.0, occlusion_low_pass_filter_frequency: float = 0.0, occlusion_volume_attenuation: float = 0.0, occlusion_interpolation_time: float = 0.0, reverb_wet_level_min: float = 0.0, reverb_wet_level_max: float = 0.0, reverb_distance_min: float = 0.0, reverb_distance_max: float = 0.0, manual_reverb_send_level: float = 0.0, priority_attenuation_min: float = 0.0, priority_attenuation_max: float = 0.0, priority_attenuation_distance_min: float = 0.0, priority_attenuation_distance_max: float = 0.0, manual_priority_attenuation: float = 0.0, custom_reverb_send_curve: RuntimeFloatCurve = [], submix_send_settings: Array[AttenuationSubmixSendSettings] = [], custom_priority_attenuation_curve: RuntimeFloatCurve = [], plugin_settings: SoundAttenuationPluginSettings = Ellipsis)¶
Bases:
BaseAttenuationSettingsThe settings for attenuating.
C++ Source:
Module: Engine
File: SoundAttenuation.h
Editor Properties: (see get_editor_property/set_editor_property)
absorption_method(AirAbsorptionMethod): [Read-Write] Absorption Method: What method to use to map distance values to frequency absorption values.apply_normalization_to_stereo_sounds(bool): [Read-Write] Apply Normalization to Stereo Sounds: Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.attenuate(bool): [Read-Write] Attenuate: Allows distance-based volume attenuation.attenuate_with_lpf(bool): [Read-Write] Attenuate with LPF: Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.attenuation_shape(AttenuationShape): [Read-Write] Attenuation Shape: The shape of the non-custom attenuation method.attenuation_shape_extents(Vector): [Read-Write] Attenuation Shape Extents: The dimensions to use for the attenuation shape. Interpretation of the values differ per shape.Sphere - X is Sphere Radius. Y and Z are unused Capsule - X is Capsule Half Height, Y is Capsule Radius, Z is unused Box - X, Y, and Z are the Box’s dimensions Cone - X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle
audio_link_settings_override(AudioLinkSettingsAbstract): [Read-Write] Audio Link Settings Override: AudioLink Setting Overridesbinaural_radius(float): [Read-Write] Binaural Radius: What min radius to use to swap to non-binaural audio when a sound starts playing.cone_offset(float): [Read-Write] Cone Offset: The distance back from the sound’s origin to begin the cone when using the cone attenuation shape.cone_sphere_falloff_distance(float): [Read-Write] Cone Sphere Falloff Distance: The distance over which volume attenuation occurs for the optional sphere shape.cone_sphere_radius(float): [Read-Write] Cone Sphere Radius: An optional attenuation radius (sphere) that extends from the cone origin.custom_attenuation_curve(RuntimeFloatCurve): [Read-Write] Custom Attenuation Curve: The custom volume attenuation curve to use.custom_highpass_air_absorption_curve(RuntimeFloatCurve): [Read-Write] Custom Highpass Air Absorption Curve: The normalized custom curve to use for the air absorption highpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)custom_lowpass_air_absorption_curve(RuntimeFloatCurve): [Read-Write] Custom Lowpass Air Absorption Curve: The normalized custom curve to use for the air absorption lowpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)custom_priority_attenuation_curve(RuntimeFloatCurve): [Read-Write] Custom Priority Attenuation Curve: The custom curve to use for distance-based priority attenuation.custom_reverb_send_curve(RuntimeFloatCurve): [Read-Write] Custom Reverb Send Curve: The custom reverb send curve to use for distance-based send level.d_b_attenuation_at_max(float): [Read-Write] D BAttenuation at Max: The attenuation volume at the falloff distance in decibels (Only for ‘Natural Sound’ Distance Algorithm).distance_algorithm(AttenuationDistanceModel): [Read-Write] Distance Algorithm: The type of attenuation as a function of distance to use.enable_focus_interpolation(bool): [Read-Write] Enable Focus Interpolation: Enables focus interpolation to smooth transition in and and of focus.enable_listener_focus(bool): [Read-Write] Enable Listener Focus: Enable listener focus-based adjustments.enable_log_frequency_scaling(bool): [Read-Write] Enable Log Frequency Scaling: Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).enable_occlusion(bool): [Read-Write] Enable Occlusion: Enables realtime occlusion tracing.enable_priority_attenuation(bool): [Read-Write] Enable Priority Attenuation: Enables attenuation of sound priority based off distance.enable_reverb_send(bool): [Read-Write] Enable Reverb Send: Enables adjusting reverb sends based on distance.enable_send_to_audio_link(bool): [Read-Write] Enable Send to Audio Link: Enables/Disables AudioLink on all sources using this attenuationenable_source_data_override(bool): [Read-Write] Enable Source Data Override: Enables overriding WaveInstance data using source data override pluginenable_submix_sends(bool): [Read-Write] Enable Submix Sends: Enables submix sends based on distance.falloff_distance(float): [Read-Write] Falloff Distance: The distance over which volume attenuation occurs.falloff_mode(NaturalSoundFalloffMode): [Read-Write] Falloff Mode: Whether to continue attenuating, go silent, or hold last volume value when beyond falloff bounds and ‘Attenuation At Max (dB)’ is set to a value greater than -60dB. (Only for ‘Natural Sound’ Distance Algorithm). */focus_attack_interp_speed(float): [Read-Write] Focus Attack Interp Speed: Scalar used to increase interpolation speed upwards to the target Focus valuefocus_azimuth(float): [Read-Write] Focus Azimuth: Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus.focus_distance_scale(float): [Read-Write] Focus Distance Scale: Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.focus_priority_scale(float): [Read-Write] Focus Priority Scale: Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.focus_release_interp_speed(float): [Read-Write] Focus Release Interp Speed: Scalar used to increase interpolation speed downwards to the target Focus valuefocus_volume_attenuation(float): [Read-Write] Focus Volume Attenuation: Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.hpf_frequency_at_max(float): [Read-Write] HPFFrequency at Max: The range of the cutoff frequency (in Hz) of the highpass absorption filter.hpf_frequency_at_min(float): [Read-Write] HPFFrequency at Min: The range of the cutoff frequency (in Hz) of the highpass absorption filter.lpf_frequency_at_max(float): [Read-Write] LPFFrequency at Max: The range of the cutoff frequency (in Hz) of the lowpass absorption filter.lpf_frequency_at_min(float): [Read-Write] LPFFrequency at Min: The range of the cutoff frequency (in Hz) of the lowpass absorption filter.lpf_radius_max(float): [Read-Write] LPFRadius Max: The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values.lpf_radius_min(float): [Read-Write] LPFRadius Min: The distance min range at which to apply an absorption LPF filter.manual_priority_attenuation(float): [Read-Write] Manual Priority Attenuation: Static priority scalar to use (doesn’t change as a function of distance).manual_reverb_send_level(float): [Read-Write] Manual Reverb Send Level: The manual master reverb send level to use. Doesn’t change as a function of distance.non_focus_azimuth(float): [Read-Write] Non Focus Azimuth: Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus.non_focus_distance_scale(float): [Read-Write] Non Focus Distance Scale: Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.non_focus_priority_scale(float): [Read-Write] Non Focus Priority Scale: Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus.non_focus_volume_attenuation(float): [Read-Write] Non Focus Volume Attenuation: Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.occlusion_interpolation_time(float): [Read-Write] Occlusion Interpolation Time: The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.occlusion_low_pass_filter_frequency(float): [Read-Write] Occlusion Low Pass Filter Frequency: The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter.occlusion_trace_channel(CollisionChannel): [Read-Write] Occlusion Trace Channel: Which trace channel to use for audio occlusion checks.occlusion_volume_attenuation(float): [Read-Write] Occlusion Volume Attenuation: The amount of volume attenuation to apply to sounds which are occluded.omni_radius(float): [Read-Write] Omni Radius: The distance below which a sound is non-spatialized (2D). This prevents near-field audio from flipping as audio crosses the listener’s position. This does not apply when using a 3rd party binaural plugin (audio will remain spatialized).plugin_settings(SoundAttenuationPluginSettings): [Read-Write] Plugin Settings: Sound attenuation plugin settings to use with sounds that play with this attenuation setting.priority_attenuation_distance_max(float): [Read-Write] Priority Attenuation Distance Max: The max distance to attenuate priority.priority_attenuation_distance_min(float): [Read-Write] Priority Attenuation Distance Min: The min distance to attenuate priority.priority_attenuation_max(float): [Read-Write] Priority Attenuation Max: Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.priority_attenuation_method(PriorityAttenuationMethod): [Read-Write] Priority Attenuation Method: What method to use to control priority attenuationpriority_attenuation_min(float): [Read-Write] Priority Attenuation Min: Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.reverb_distance_max(float): [Read-Write] Reverb Distance Max: The max distance to send to the master reverb.reverb_distance_min(float): [Read-Write] Reverb Distance Min: The min distance to send to the master reverb.reverb_send_method(ReverbSendMethod): [Read-Write] Reverb Send Method: What method to use to control master reverb sendsreverb_wet_level_max(float): [Read-Write] Reverb Wet Level Max: The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.reverb_wet_level_min(float): [Read-Write] Reverb Wet Level Min: The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.spatialization_algorithm(SoundSpatializationAlgorithm): [Read-Write] Spatialization Algorithm: What method we use to spatialize the sound.spatialize(bool): [Read-Write] Spatialize: Allows the source to be 3D spatialized.stereo_spread(float): [Read-Write] Stereo Spread: The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.submix_send_settings(Array[AttenuationSubmixSendSettings]): [Read-Write] Submix Send Settings: Set of submix send settings to use to send audio to submixes as a function of distance.use_complex_collision_for_occlusion(bool): [Read-Write] Use Complex Collision for Occlusion: Enables tracing against complex collision when doing occlusion traces.
- property absorption_method: AirAbsorptionMethod¶
[Read-Write] Absorption Method: What method to use to map distance values to frequency absorption values.
- Type:
- property apply_normalization_to_stereo_sounds: bool¶
[Read-Write] Apply Normalization to Stereo Sounds: Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.
- Type:
(bool)
- property attenuate: bool¶
[Read-Write] Attenuate: Allows distance-based volume attenuation.
- Type:
(bool)
- property attenuate_with_lpf: bool¶
[Read-Write] Attenuate with LPF: Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.
- Type:
(bool)
- property audio_link_settings_override: AudioLinkSettingsAbstract¶
[Read-Write] Audio Link Settings Override: AudioLink Setting Overrides
- Type:
- property binaural_radius: float¶
[Read-Write] Binaural Radius: What min radius to use to swap to non-binaural audio when a sound starts playing.
- Type:
(float)
- property custom_highpass_air_absorption_curve: RuntimeFloatCurve¶
[Read-Write] Custom Highpass Air Absorption Curve: The normalized custom curve to use for the air absorption highpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)
- Type:
- property custom_lowpass_air_absorption_curve: RuntimeFloatCurve¶
[Read-Write] Custom Lowpass Air Absorption Curve: The normalized custom curve to use for the air absorption lowpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)
- Type:
- property custom_priority_attenuation_curve: RuntimeFloatCurve¶
[Read-Write] Custom Priority Attenuation Curve: The custom curve to use for distance-based priority attenuation.
- Type:
- property custom_reverb_send_curve: RuntimeFloatCurve¶
[Read-Write] Custom Reverb Send Curve: The custom reverb send curve to use for distance-based send level.
- Type:
- property enable_focus_interpolation: bool¶
[Read-Write] Enable Focus Interpolation: Enables focus interpolation to smooth transition in and and of focus.
- Type:
(bool)
- property enable_listener_focus: bool¶
[Read-Write] Enable Listener Focus: Enable listener focus-based adjustments.
- Type:
(bool)
- property enable_log_frequency_scaling: bool¶
[Read-Write] Enable Log Frequency Scaling: Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).
- Type:
(bool)
- property enable_occlusion: bool¶
[Read-Write] Enable Occlusion: Enables realtime occlusion tracing.
- Type:
(bool)
- property enable_priority_attenuation: bool¶
[Read-Write] Enable Priority Attenuation: Enables attenuation of sound priority based off distance.
- Type:
(bool)
- property enable_reverb_send: bool¶
[Read-Write] Enable Reverb Send: Enables adjusting reverb sends based on distance.
- Type:
(bool)
- property enable_send_to_audio_link: bool¶
[Read-Write] Enable Send to Audio Link: Enables/Disables AudioLink on all sources using this attenuation
- Type:
(bool)
- property enable_source_data_override: bool¶
[Read-Write] Enable Source Data Override: Enables overriding WaveInstance data using source data override plugin
- Type:
(bool)
- property enable_submix_sends: bool¶
[Read-Write] Enable Submix Sends: Enables submix sends based on distance.
- Type:
(bool)
- property focus_attack_interp_speed: float¶
[Read-Write] Focus Attack Interp Speed: Scalar used to increase interpolation speed upwards to the target Focus value
- Type:
(float)
- property focus_azimuth: float¶
[Read-Write] Focus Azimuth: Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus.
- Type:
(float)
- property focus_distance_scale: float¶
[Read-Write] Focus Distance Scale: Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.
- Type:
(float)
- property focus_priority_scale: float¶
[Read-Write] Focus Priority Scale: Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.
- Type:
(float)
- property focus_release_interp_speed: float¶
[Read-Write] Focus Release Interp Speed: Scalar used to increase interpolation speed downwards to the target Focus value
- Type:
(float)
- property focus_volume_attenuation: float¶
[Read-Write] Focus Volume Attenuation: Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.
- Type:
(float)
- property hpf_frequency_at_max: float¶
[Read-Write] HPFFrequency at Max: The range of the cutoff frequency (in Hz) of the highpass absorption filter.
- Type:
(float)
- property hpf_frequency_at_min: float¶
[Read-Write] HPFFrequency at Min: The range of the cutoff frequency (in Hz) of the highpass absorption filter.
- Type:
(float)
- property lpf_frequency_at_max: float¶
[Read-Write] LPFFrequency at Max: The range of the cutoff frequency (in Hz) of the lowpass absorption filter.
- Type:
(float)
- property lpf_frequency_at_min: float¶
[Read-Write] LPFFrequency at Min: The range of the cutoff frequency (in Hz) of the lowpass absorption filter.
- Type:
(float)
- property lpf_radius_max: float¶
[Read-Write] LPFRadius Max: The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values.
- Type:
(float)
- property lpf_radius_min: float¶
[Read-Write] LPFRadius Min: The distance min range at which to apply an absorption LPF filter.
- Type:
(float)
- property manual_priority_attenuation: float¶
[Read-Write] Manual Priority Attenuation: Static priority scalar to use (doesn’t change as a function of distance).
- Type:
(float)
- property manual_reverb_send_level: float¶
[Read-Write] Manual Reverb Send Level: The manual master reverb send level to use. Doesn’t change as a function of distance.
- Type:
(float)
- property non_focus_azimuth: float¶
[Read-Write] Non Focus Azimuth: Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus.
- Type:
(float)
- property non_focus_distance_scale: float¶
[Read-Write] Non Focus Distance Scale: Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.
- Type:
(float)
- property non_focus_priority_scale: float¶
[Read-Write] Non Focus Priority Scale: Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus.
- Type:
(float)
- property non_focus_volume_attenuation: float¶
[Read-Write] Non Focus Volume Attenuation: Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.
- Type:
(float)
- property occlusion_interpolation_time: float¶
[Read-Write] Occlusion Interpolation Time: The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.
- Type:
(float)
- property occlusion_low_pass_filter_frequency: float¶
[Read-Write] Occlusion Low Pass Filter Frequency: The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter.
- Type:
(float)
- property occlusion_trace_channel: CollisionChannel¶
[Read-Write] Occlusion Trace Channel: Which trace channel to use for audio occlusion checks.
- Type:
- property occlusion_volume_attenuation: float¶
[Read-Write] Occlusion Volume Attenuation: The amount of volume attenuation to apply to sounds which are occluded.
- Type:
(float)
- property omni_radius: float¶
[Read-Write] Omni Radius: The distance below which a sound is non-spatialized (2D). This prevents near-field audio from flipping as audio crosses the listener’s position. This does not apply when using a 3rd party binaural plugin (audio will remain spatialized).
- Type:
(float)
- property plugin_settings: SoundAttenuationPluginSettings¶
[Read-Write] Plugin Settings: Sound attenuation plugin settings to use with sounds that play with this attenuation setting.
- Type:
- property priority_attenuation_distance_max: float¶
[Read-Write] Priority Attenuation Distance Max: The max distance to attenuate priority.
- Type:
(float)
- property priority_attenuation_distance_min: float¶
[Read-Write] Priority Attenuation Distance Min: The min distance to attenuate priority.
- Type:
(float)
- property priority_attenuation_max: float¶
[Read-Write] Priority Attenuation Max: Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.
- Type:
(float)
- property priority_attenuation_method: PriorityAttenuationMethod¶
[Read-Write] Priority Attenuation Method: What method to use to control priority attenuation
- Type:
- property priority_attenuation_min: float¶
[Read-Write] Priority Attenuation Min: Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.
- Type:
(float)
- property reverb_distance_max: float¶
[Read-Write] Reverb Distance Max: The max distance to send to the master reverb.
- Type:
(float)
- property reverb_distance_min: float¶
[Read-Write] Reverb Distance Min: The min distance to send to the master reverb.
- Type:
(float)
- property reverb_send_method: ReverbSendMethod¶
[Read-Write] Reverb Send Method: What method to use to control master reverb sends
- Type:
- property reverb_wet_level_max: float¶
[Read-Write] Reverb Wet Level Max: The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.
- Type:
(float)
- property reverb_wet_level_min: float¶
[Read-Write] Reverb Wet Level Min: The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.
- Type:
(float)
- property spatialization_algorithm: SoundSpatializationAlgorithm¶
[Read-Write] Spatialization Algorithm: What method we use to spatialize the sound.
- Type:
- property spatialize: bool¶
[Read-Write] Spatialize: Allows the source to be 3D spatialized.
- Type:
(bool)
- property stereo_spread: float¶
[Read-Write] Stereo Spread: The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.
- Type:
(float)
- property submix_send_settings: Array[AttenuationSubmixSendSettings]¶
[Read-Write] Submix Send Settings: Set of submix send settings to use to send audio to submixes as a function of distance.
- Type: