unreal.SynthComponent

class unreal.SynthComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: SceneComponent

Synth Component

C++ Source:

  • Module: AudioMixer

  • File: SynthComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • allow_spatialization (bool): [Read-Write] Allow Spatialization: Is this audio component allowed to be spatialized?

  • asset_user_data (Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the component

  • attenuation_overrides (SoundAttenuationSettings): [Read-Write] Attenuation Overrides: If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component

  • attenuation_settings (SoundAttenuation): [Read-Write] Attenuation Settings: If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • bus_sends (Array[SoundSourceBusSendInfo]): [Read-Write] Bus Sends: This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • concurrency_set (Set[SoundConcurrency]): [Read-Write] Concurrency Set: What sound concurrency to use for sounds generated by this audio component

  • detail_mode (DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • enable_base_submix (bool): [Read-Write] Enable Base Submix: If enabled, sound will route to the Master Submix by default or to the Base Submix if defined. If disabled, sound will route ONLY to the Submix Sends and/or Bus Sends

  • enable_bus_sends (bool): [Read-Write] Enable Bus Sends: Whether or not to enable sending this audio’s output to buses.

  • enable_submix_sends (bool): [Read-Write] Enable Submix Sends: Whether or not to enable Submix Sends other than the Base Submix.

  • envelope_follower_attack_time (int32): [Read-Write] Envelope Follower Attack Time: The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.

  • envelope_follower_release_time (int32): [Read-Write] Envelope Follower Release Time: The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

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

  • mobility (ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • on_audio_envelope_value (OnSynthEnvelopeValue): [Read-Write] On Audio Envelope Value

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • override_attenuation (bool): [Read-Write] Override Attenuation: Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

  • pre_effect_bus_sends (Array[SoundSourceBusSendInfo]): [Read-Write] Pre Effect Bus Sends: This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed.

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • should_update_physics_volume (bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • sound_class (SoundClass): [Read-Write] Sound Class: Sound class this sound belongs to

  • sound_submix (SoundSubmixBase): [Read-Write] Sound Submix: Submix this sound belongs to

  • sound_submix_sends (Array[SoundSubmixSendInfo]): [Read-Write] Sound Submix Sends: An array of submix sends. Audio from this sound will send a portion of its audio to these effects.

  • source_effect_chain (SoundEffectSourcePresetChain): [Read-Write] Source Effect Chain: The source effect chain to use for this sound.

  • use_attach_parent_bound (bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

adjust_volume(adjust_volume_duration, adjust_volume_level, fade_curve=AudioFaderCurve.LINEAR) None

This function allows designers to trigger an adjustment to the sound instance’s playback Volume with options for smoothly applying a curve over time.

Parameters:
  • adjust_volume_duration (float) – The length of time in which to interpolate between the initial volume and the new volume.

  • adjust_volume_level (float) – The new volume to set the Audio Component to.

  • fade_curve (AudioFaderCurve) – The curve used when interpolating between the old and new volume.

property allow_spatialization: bool

[Read-Write] Allow Spatialization: Is this audio component allowed to be spatialized?

Type:

(bool)

property attenuation_overrides: SoundAttenuationSettings

[Read-Write] Attenuation Overrides: If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component

Type:

(SoundAttenuationSettings)

property attenuation_settings: SoundAttenuation

[Read-Write] Attenuation Settings: If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component

Type:

(SoundAttenuation)

property bus_sends: Array[SoundSourceBusSendInfo]

[Read-Write] Bus Sends: This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed.

Type:

(Array[SoundSourceBusSendInfo])

property concurrency_set: Set[SoundConcurrency]

[Read-Write] Concurrency Set: What sound concurrency to use for sounds generated by this audio component

Type:

(Set[SoundConcurrency])

property enable_bus_sends: bool

[Read-Write] Enable Bus Sends: Whether or not to enable sending this audio’s output to buses.

Type:

(bool)

property envelope_follower_attack_time: int

[Read-Write] Envelope Follower Attack Time: The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.

Type:

(int32)

property envelope_follower_release_time: int

[Read-Write] Envelope Follower Release Time: The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.

Type:

(int32)

fade_in(fade_in_duration, fade_volume_level=1.000000, start_time=0.000000, fade_curve=AudioFaderCurve.LINEAR) None

This function allows designers to call Play on an Audio Component instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade, the curve shape, and the start time if seeking into the sound.

Parameters:
  • fade_in_duration (float) – How long it should take to reach the FadeVolumeLevel

  • fade_volume_level (float) – The percentage of the AudioComponents’s calculated volume to fade to

  • start_time (float) –

  • fade_curve (AudioFaderCurve) – The curve to use when interpolating between the old and new volume

fade_out(fade_out_duration, fade_volume_level, fade_curve=AudioFaderCurve.LINEAR) None

This function allows designers to call a delayed Stop on an Audio Component instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade and the curve shape.

Parameters:
  • fade_out_duration (float) – how long it should take to reach the FadeVolumeLevel

  • fade_volume_level (float) – the percentage of the AudioComponents’s calculated volume in which to fade to

  • fade_curve (AudioFaderCurve) – The curve to use when interpolating between the old and new volume

is_playing() bool

Returns true if this component is currently playing.

Return type:

bool

property is_ui_sound: bool

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

Type:

(bool)

property on_audio_envelope_value: OnSynthEnvelopeValue

[Read-Write] On Audio Envelope Value

Type:

(OnSynthEnvelopeValue)

property override_attenuation: bool

[Read-Write] Override Attenuation: Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties

Type:

(bool)

property pre_effect_bus_sends: Array[SoundSourceBusSendInfo]

[Read-Write] Pre Effect Bus Sends: This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed.

Type:

(Array[SoundSourceBusSendInfo])

set_low_pass_filter_enabled(low_pass_filter_enabled) None

Sets whether or not the low pass filter is enabled on the audio component.

Parameters:

low_pass_filter_enabled (bool) –

set_low_pass_filter_frequency(low_pass_filter_frequency) None

Sets lowpass filter frequency of the audio component.

Parameters:

low_pass_filter_frequency (float) –

set_output_to_bus_only(output_to_bus_only) None

Sets whether or not the synth component outputs its audio to any source or audio buses.

Parameters:

output_to_bus_only (bool) –

set_submix_send(submix, send_level) None

Sets how much audio the sound should send to the given submix.

Parameters:
set_volume_multiplier(volume_multiplier) None

Set a new volume multiplier

Parameters:

volume_multiplier (float) –

property sound_submix_sends: Array[SoundSubmixSendInfo]

[Read-Write] Sound Submix Sends: An array of submix sends. Audio from this sound will send a portion of its audio to these effects.

Type:

(Array[SoundSubmixSendInfo])

start() None

Starts the synth generating audio.

stop() None

Stops the synth generating audio.