unreal.SoundAttenuationSettings
¶
- class unreal.SoundAttenuationSettings(distance_algorithm=AttenuationDistanceModel.LINEAR, attenuation_shape=AttenuationShape.SPHERE, d_b_attenuation_at_max=- 60.0, falloff_mode=NaturalSoundFalloffMode.CONTINUES, attenuation_shape_extents=[400.0, 0.0, 0.0], cone_offset=0.0, falloff_distance=3600.0, custom_attenuation_curve=[], attenuate=True, spatialize=True, attenuate_with_lpf=False, enable_listener_focus=False, enable_focus_interpolation=False, enable_occlusion=False, use_complex_collision_for_occlusion=False, enable_reverb_send=True, enable_priority_attenuation=False, apply_normalization_to_stereo_sounds=False, enable_log_frequency_scaling=False, enable_submix_sends=False, spatialization_algorithm=SoundSpatializationAlgorithm.SPATIALIZATION_DEFAULT, binaural_radius=0.0, absorption_method=AirAbsorptionMethod.LINEAR, occlusion_trace_channel=CollisionChannel.ECC_VISIBILITY, reverb_send_method=ReverbSendMethod.LINEAR, priority_attenuation_method=PriorityAttenuationMethod.LINEAR, omni_radius=0.0, stereo_spread=200.0, lpf_radius_min=3000.0, lpf_radius_max=6000.0, custom_lowpass_air_absorption_curve=[], custom_highpass_air_absorption_curve=[], lpf_frequency_at_min=20000.0, lpf_frequency_at_max=20000.0, hpf_frequency_at_min=0.0, hpf_frequency_at_max=0.0, focus_azimuth=30.0, non_focus_azimuth=60.0, focus_distance_scale=1.0, non_focus_distance_scale=1.0, focus_priority_scale=1.0, non_focus_priority_scale=1.0, focus_volume_attenuation=1.0, non_focus_volume_attenuation=1.0, focus_attack_interp_speed=1.0, focus_release_interp_speed=1.0, occlusion_low_pass_filter_frequency=20000.0, occlusion_volume_attenuation=1.0, occlusion_interpolation_time=0.1, reverb_wet_level_min=0.3, reverb_wet_level_max=0.95, reverb_distance_min=400.0, reverb_distance_max=4000.0, manual_reverb_send_level=0.0, custom_reverb_send_curve=[], submix_send_settings=[], priority_attenuation_min=1.0, priority_attenuation_max=1.0, priority_attenuation_distance_min=400.0, priority_attenuation_distance_max=4000.0, manual_priority_attenuation=1.0, custom_priority_attenuation_curve=[], plugin_settings=[[], [], []])¶
Bases:
unreal.BaseAttenuationSettings
The settings for attenuating.
C++ Source:
Module: Engine
File: SoundAttenuation.h
Editor Properties: (see get_editor_property/set_editor_property)
absorption_method
(AirAbsorptionMethod): [Read-Write] What method to use to map distance values to frequency absorption values.apply_normalization_to_stereo_sounds
(bool): [Read-Write] 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] Allows distance-based volume attenuation.attenuate_with_lpf
(bool): [Read-Write] Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.attenuation_shape
(AttenuationShape): [Read-Write] The shape of the non-custom attenuation method.attenuation_shape_extents
(Vector): [Read-Write] 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
binaural_radius
(float): [Read-Write] What min radius to use to swap to non-binaural audio when a sound starts playing.cone_offset
(float): [Read-Write] The distance back from the sound’s origin to begin the cone when using the cone attenuation shape.custom_attenuation_curve
(RuntimeFloatCurve): [Read-Write] The custom volume attenuation curve to use.custom_highpass_air_absorption_curve
(RuntimeFloatCurve): [Read-Write] 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] 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] The custom curve to use for distance-based priority attenuation.custom_reverb_send_curve
(RuntimeFloatCurve): [Read-Write] The custom reverb send curve to use for distance-based send level.d_b_attenuation_at_max
(float): [Read-Write] The attenuation volume at the falloff distance in decibels (Only for ‘Natural Sound’ Distance Algorithm).distance_algorithm
(AttenuationDistanceModel): [Read-Write] The type of attenuation as a function of distance to use.enable_focus_interpolation
(bool): [Read-Write] Enables focus interpolation to smooth transition in and and of focus.enable_listener_focus
(bool): [Read-Write] Enable listener focus-based adjustments.enable_log_frequency_scaling
(bool): [Read-Write] Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).enable_occlusion
(bool): [Read-Write] Enables realtime occlusion tracing.enable_priority_attenuation
(bool): [Read-Write] Enables attenuation of sound priority based off distance.enable_reverb_send
(bool): [Read-Write] Enables adjusting reverb sends based on distance.enable_submix_sends
(bool): [Read-Write] Enables submix sends based on distance.falloff_distance
(float): [Read-Write] The distance over which volume attenuation occurs.falloff_mode
(NaturalSoundFalloffMode): [Read-Write] 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] Scalar used to increase interpolation speed upwards to the target Focus valuefocus_azimuth
(float): [Read-Write] 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] 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] 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] Scalar used to increase interpolation speed downwards to the target Focus valuefocus_volume_attenuation
(float): [Read-Write] Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.hpf_frequency_at_max
(float): [Read-Write] The range of the cutoff frequency (in Hz) of the highpass absorption filter.hpf_frequency_at_min
(float): [Read-Write] The range of the cutoff frequency (in Hz) of the highpass absorption filter.lpf_frequency_at_max
(float): [Read-Write] The range of the cutoff frequency (in Hz) of the lowpass absorption filter.lpf_frequency_at_min
(float): [Read-Write] The range of the cutoff frequency (in Hz) of the lowpass absorption filter.lpf_radius_max
(float): [Read-Write] 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] The distance min range at which to apply an absorption LPF filter.manual_priority_attenuation
(float): [Read-Write] Static priority scalar to use (doesn’t change as a function of distance).manual_reverb_send_level
(float): [Read-Write] The manual master reverb send level to use. Doesn’t change as a function of distance.non_focus_azimuth
(float): [Read-Write] 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] 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] 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] Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.occlusion_interpolation_time
(float): [Read-Write] 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] 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] Which trace channel to use for audio occlusion checks.occlusion_volume_attenuation
(float): [Read-Write] The amount of volume attenuation to apply to sounds which are occluded.omni_radius
(float): [Read-Write] The distance below which a sound is non-spatialized (2D). This prevents near-field audio from flipping as audio crosses the listener’s position.plugin_settings
(SoundAttenuationPluginSettings): [Read-Write] Sound attenuation plugin settings to use with sounds that play with this attenuation setting.priority_attenuation_distance_max
(float): [Read-Write] The max distance to attenuate priority.priority_attenuation_distance_min
(float): [Read-Write] The min distance to attenuate priority.priority_attenuation_max
(float): [Read-Write] 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] What method to use to control priority attenuationpriority_attenuation_min
(float): [Read-Write] 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] The max distance to send to the master reverb.reverb_distance_min
(float): [Read-Write] The min distance to send to the master reverb.reverb_send_method
(ReverbSendMethod): [Read-Write] What method to use to control master reverb sendsreverb_wet_level_max
(float): [Read-Write] 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] 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] What method we use to spatialize the sound.spatialize
(bool): [Read-Write] Allows the source to be 3D spatialized.stereo_spread
(float): [Read-Write] The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.submix_send_settings
(Array(AttenuationSubmixSendSettings)): [Read-Write] 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] Enables tracing against complex collision when doing occlusion traces.
- property absorption_method¶
[Read-Write] What method to use to map distance values to frequency absorption values.
- Type
- property apply_normalization_to_stereo_sounds¶
[Read-Write] 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_with_lpf¶
[Read-Write] Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.
- Type
(bool)
- property binaural_radius¶
[Read-Write] What min radius to use to swap to non-binaural audio when a sound starts playing.
- Type
(float)
- property custom_highpass_air_absorption_curve¶
[Read-Write] 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¶
[Read-Write] 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¶
[Read-Write] The custom curve to use for distance-based priority attenuation.
- Type
- property custom_reverb_send_curve¶
[Read-Write] The custom reverb send curve to use for distance-based send level.
- Type
- property enable_focus_interpolation¶
[Read-Write] Enables focus interpolation to smooth transition in and and of focus.
- Type
(bool)
- property enable_log_frequency_scaling¶
[Read-Write] Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).
- Type
(bool)
- property enable_priority_attenuation¶
[Read-Write] Enables attenuation of sound priority based off distance.
- Type
(bool)
- property enable_reverb_send¶
[Read-Write] Enables adjusting reverb sends based on distance.
- Type
(bool)
- property focus_attack_interp_speed¶
[Read-Write] Scalar used to increase interpolation speed upwards to the target Focus value
- Type
(float)
- property focus_azimuth¶
[Read-Write] 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¶
[Read-Write] 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¶
[Read-Write] 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¶
[Read-Write] Scalar used to increase interpolation speed downwards to the target Focus value
- Type
(float)
- property focus_volume_attenuation¶
[Read-Write] Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.
- Type
(float)
- property hpf_frequency_at_max¶
[Read-Write] The range of the cutoff frequency (in Hz) of the highpass absorption filter.
- Type
(float)
- property hpf_frequency_at_min¶
[Read-Write] The range of the cutoff frequency (in Hz) of the highpass absorption filter.
- Type
(float)
- property lpf_frequency_at_max¶
[Read-Write] The range of the cutoff frequency (in Hz) of the lowpass absorption filter.
- Type
(float)
- property lpf_frequency_at_min¶
[Read-Write] The range of the cutoff frequency (in Hz) of the lowpass absorption filter.
- Type
(float)
- property lpf_radius_max¶
[Read-Write] 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¶
[Read-Write] The distance min range at which to apply an absorption LPF filter.
- Type
(float)
- property manual_priority_attenuation¶
[Read-Write] Static priority scalar to use (doesn’t change as a function of distance).
- Type
(float)
- property manual_reverb_send_level¶
[Read-Write] The manual master reverb send level to use. Doesn’t change as a function of distance.
- Type
(float)
- property non_focus_azimuth¶
[Read-Write] 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¶
[Read-Write] 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¶
[Read-Write] 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¶
[Read-Write] Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.
- Type
(float)
- property occlusion_interpolation_time¶
[Read-Write] 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¶
[Read-Write] 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¶
[Read-Write] Which trace channel to use for audio occlusion checks.
- Type
- property occlusion_volume_attenuation¶
[Read-Write] The amount of volume attenuation to apply to sounds which are occluded.
- Type
(float)
- property omni_radius¶
[Read-Write] The distance below which a sound is non-spatialized (2D). This prevents near-field audio from flipping as audio crosses the listener’s position.
- Type
(float)
- property plugin_settings¶
[Read-Write] Sound attenuation plugin settings to use with sounds that play with this attenuation setting.
- property priority_attenuation_distance_max¶
[Read-Write] The max distance to attenuate priority.
- Type
(float)
- property priority_attenuation_distance_min¶
[Read-Write] The min distance to attenuate priority.
- Type
(float)
- property priority_attenuation_max¶
[Read-Write] 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¶
[Read-Write] What method to use to control priority attenuation
- Type
- property priority_attenuation_min¶
[Read-Write] 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¶
[Read-Write] The max distance to send to the master reverb.
- Type
(float)
- property reverb_distance_min¶
[Read-Write] The min distance to send to the master reverb.
- Type
(float)
- property reverb_send_method¶
[Read-Write] What method to use to control master reverb sends
- Type
- property reverb_wet_level_max¶
[Read-Write] 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¶
[Read-Write] 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¶
[Read-Write] What method we use to spatialize the sound.
- Type
- property stereo_spread¶
[Read-Write] The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.
- Type
(float)
- property submix_send_settings¶
[Read-Write] Set of submix send settings to use to send audio to submixes as a function of distance.
- Type