unreal.SoundControlBusMix¶
- class unreal.SoundControlBusMix(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectSound Control Bus Mix
C++ Source:
Plugin: AudioModulation
Module: AudioModulation
File: SoundControlBusMix.h
Editor Properties: (see get_editor_property/set_editor_property)
duration(double): [Read-Write] Once activated, the mix will start a timer for the given duration (seconds). When the timer ends, the mix will be deactivated. As a result, the attack time is included in this duration, but not the release time. When set to 0, the mix is activated and then immediately deactivated. If less than 0, the mix will remain activated until manually deactivated.mix_stages(Array[SoundControlBusMixStage]): [Read-Write] Array of stages controlled by mix.profile_index(uint32): [Read-Write]retrigger_on_activation(bool): [Read-Write] If a Mix is already active and you activate it again, one of two things will happen: If set to true, the stages will all go back to their default values and the mix will activate again, allowing the attack to trigger again. If set to false, calling activate will only reset the timer to deactivate (based on the Duration value).
- property duration: float¶
[Read-Only] Once activated, the mix will start a timer for the given duration (seconds). When the timer ends, the mix will be deactivated. As a result, the attack time is included in this duration, but not the release time. When set to 0, the mix is activated and then immediately deactivated. If less than 0, the mix will remain activated until manually deactivated.
- Type:
(double)
- property retrigger_on_activation: bool¶
[Read-Only] If a Mix is already active and you activate it again, one of two things will happen: If set to true, the stages will all go back to their default values and the mix will activate again, allowing the attack to trigger again. If set to false, calling activate will only reset the timer to deactivate (based on the Duration value).
- Type:
(bool)