unreal.SoundClassProperties

class unreal.SoundClassProperties(volume=1.0, pitch=1.0, low_pass_filter_frequency=20000.0, attenuation_distance_scale=1.0, lfe_bleed=0.5, voice_center_channel_volume=0.0, radio_filter_volume=0.0, radio_filter_volume_threshold=0.0, apply_effects=False, always_play=False, is_ui_sound=False, is_music=False, center_channel_only=False, apply_ambient_volumes=False, reverb=True, default2d_reverb_send_amount=0.0, modulation_settings=[[0.0, None], [0.0, None], [20.0, None], [20000.0, None]], output_target=AudioOutputTarget.SPEAKER, loading_behavior=SoundWaveLoadingBehavior.INHERITED, default_submix=None)

Bases: unreal.StructBase

Sound Class Properties

C++ Source:

  • Module: Engine

  • File: SoundClass.h

Editor Properties: (see get_editor_property/set_editor_property)

  • always_play (bool): [Read-Write] Whether to inflate referencing sound’s priority to always play.

  • apply_ambient_volumes (bool): [Read-Write] Whether the Interior/Exterior volume and LPF modifiers should be applied

  • apply_effects (bool): [Read-Write] Whether to use ‘Master EQ Submix’ as set in the ‘Audio’ category of Project Settings as the default submix for referencing sounds.

  • attenuation_distance_scale (float): [Read-Write] Distance scale to apply to sounds that play with this sound class. Sounds will have their attenuation distance scaled by this amount. Allows adjusting attenuation settings dynamically.

  • center_channel_only (bool): [Read-Write] Whether or not this sound class forces sounds to the center channel

  • default2d_reverb_send_amount (float): [Read-Write] Send amount to master reverb effect for referencing unattenuated (2D) sounds.

  • default_submix (SoundSubmix): [Read-Write] Default output submix of referencing sounds. If unset, falls back to the ‘Master Submix’ as set in the ‘Audio’ category of Project Settings. (Unavailable if legacy ‘Output to Master EQ Submix’ is set)

  • is_music (bool): [Read-Write] Whether or not this is music (propagates to child classes only if parent is true)

  • is_ui_sound (bool): [Read-Write] Whether or not this sound plays when the game is paused in the UI

  • lfe_bleed (float): [Read-Write] The amount of a sound to bleed to the LFE channel

  • loading_behavior (SoundWaveLoadingBehavior): [Read-Write] Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.

  • low_pass_filter_frequency (float): [Read-Write] Lowpass filter cutoff frequency

  • modulation_settings (SoundModulationDefaultSettings): [Read-Write] Default modulation settings for sounds directly referencing this class

  • output_target (AudioOutputTarget): [Read-Write] Which output target the sound should be played through

  • pitch (float): [Read-Write] Pitch multiplier.

  • radio_filter_volume (float): [Read-Write] Volume of the radio filter effect.

  • radio_filter_volume_threshold (float): [Read-Write] Volume at which the radio filter kicks in

  • reverb (bool): [Read-Write] Whether or not sounds referencing this class send to the reverb submix

  • voice_center_channel_volume (float): [Read-Write] The amount to send to center channel (does not propagate to child classes)

  • volume (float): [Read-Write] Volume multiplier.

property always_play

[Read-Only] Whether to inflate referencing sound’s priority to always play.

Type

(bool)

property apply_ambient_volumes

[Read-Only] Whether the Interior/Exterior volume and LPF modifiers should be applied

Type

(bool)

property apply_effects

[Read-Only] Whether to use ‘Master EQ Submix’ as set in the ‘Audio’ category of Project Settings as the default submix for referencing sounds.

Type

(bool)

property attenuation_distance_scale

[Read-Only] Distance scale to apply to sounds that play with this sound class. Sounds will have their attenuation distance scaled by this amount. Allows adjusting attenuation settings dynamically.

Type

(float)

property center_channel_only

[Read-Only] Whether or not this sound class forces sounds to the center channel

Type

(bool)

property default2d_reverb_send_amount

[Read-Only] Send amount to master reverb effect for referencing unattenuated (2D) sounds.

Type

(float)

property default_submix

[Read-Only] Default output submix of referencing sounds. If unset, falls back to the ‘Master Submix’ as set in the ‘Audio’ category of Project Settings. (Unavailable if legacy ‘Output to Master EQ Submix’ is set)

Type

(SoundSubmix)

property is_music

[Read-Only] Whether or not this is music (propagates to child classes only if parent is true)

Type

(bool)

property is_ui_sound

[Read-Only] Whether or not this sound plays when the game is paused in the UI

Type

(bool)

property lfe_bleed

[Read-Only] The amount of a sound to bleed to the LFE channel

Type

(float)

property loading_behavior

[Read-Only] Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.

Type

(SoundWaveLoadingBehavior)

property low_pass_filter_frequency

[Read-Only] Lowpass filter cutoff frequency

Type

(float)

property modulation_settings

[Read-Only] Default modulation settings for sounds directly referencing this class

Type

(SoundModulationDefaultSettings)

property output_target

[Read-Only] Which output target the sound should be played through

Type

(AudioOutputTarget)

property pitch

[Read-Only] Pitch multiplier.

Type

(float)

property radio_filter_volume

[Read-Only] Volume of the radio filter effect.

Type

(float)

property radio_filter_volume_threshold

[Read-Only] Volume at which the radio filter kicks in

Type

(float)

property reverb

[Read-Only] Whether or not sounds referencing this class send to the reverb submix

Type

(bool)

property voice_center_channel_volume

[Read-Only] The amount to send to center channel (does not propagate to child classes)

Type

(float)

property volume

[Read-Only] Volume multiplier.

Type

(float)