unreal.SoundClassProperties

class unreal.SoundClassProperties(volume: float = 0.0, pitch: float = 0.0, low_pass_filter_frequency: float = 0.0, attenuation_distance_scale: float = 0.0, lfe_bleed: float = 0.0, voice_center_channel_volume: float = 0.0, radio_filter_volume: float = 0.0, radio_filter_volume_threshold: float = 0.0, apply_effects: bool = False, always_play: bool = False, is_ui_sound: bool = False, is_music: bool = False, center_channel_only: bool = False, apply_ambient_volumes: bool = False, reverb: bool = False, default2d_reverb_send_amount: float = 0.0, modulation_settings: SoundModulationDefaultSettings = Ellipsis, output_target: AudioOutputTarget = Ellipsis, loading_behavior: SoundWaveLoadingBehavior = Ellipsis, default_submix: SoundSubmix = Ellipsis)

Bases: 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] Always Play: Whether to inflate referencing sound’s priority to always play.

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

  • apply_effects (bool): [Read-Write] Apply Effects: 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] Attenuation Distance Scale: 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] Center Channel Only: Whether or not this sound class forces sounds to the center channel

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

  • default_submix (SoundSubmix): [Read-Write] Default Submix: 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] Is Music: Whether or not this is music (propagates to child classes only if parent is true)

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

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

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

  • low_pass_filter_frequency (float): [Read-Write] Low Pass Filter Frequency: Lowpass filter cutoff frequency

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

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

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

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

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

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

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

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

property always_play: bool

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

Type:

(bool)

property apply_ambient_volumes: bool

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

Type:

(bool)

property apply_effects: bool

[Read-Only] Apply Effects: 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: float

[Read-Only] Attenuation Distance Scale: 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: bool

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

Type:

(bool)

property default2d_reverb_send_amount: float

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

Type:

(float)

property default_submix: SoundSubmix

[Read-Only] Default Submix: 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: bool

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

Type:

(bool)

property is_ui_sound: bool

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

Type:

(bool)

property lfe_bleed: float

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

Type:

(float)

property loading_behavior: SoundWaveLoadingBehavior

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

Type:

(SoundWaveLoadingBehavior)

property low_pass_filter_frequency: float

[Read-Only] Low Pass Filter Frequency: Lowpass filter cutoff frequency

Type:

(float)

property modulation_settings: SoundModulationDefaultSettings

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

Type:

(SoundModulationDefaultSettings)

property output_target: AudioOutputTarget

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

Type:

(AudioOutputTarget)

property pitch: float

[Read-Only] Pitch: Pitch multiplier.

Type:

(float)

property radio_filter_volume: float

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

Type:

(float)

property radio_filter_volume_threshold: float

[Read-Only] Radio Filter Volume Threshold: Volume at which the radio filter kicks in

Type:

(float)

property reverb: bool

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

Type:

(bool)

property voice_center_channel_volume: float

[Read-Only] Voice Center Channel Volume: The amount to send to center channel (does not propagate to child classes)

Type:

(float)

property volume: float

[Read-Only] Volume: Volume multiplier.

Type:

(float)