unreal.SynthComponentToneGenerator
¶
- class unreal.SynthComponentToneGenerator(outer=None, name='None')¶
Bases:
unreal.SynthComponent
Synth Component Tone Generator
C++ Source:
Plugin: Synthesis
Module: Synthesis
File: SynthComponentToneGenerator.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentallow_spatialization
(bool): [Read-Write] Is this audio component allowed to be spatialized?asset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentattenuation_overrides
(SoundAttenuationSettings): [Read-Write] If bOverrideSettings is true, the attenuation properties to use for sounds generated by this componentattenuation_settings
(SoundAttenuation): [Read-Write] If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.bus_sends
(Array(SoundSourceBusSendInfo)): [Read-Write] 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] Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.concurrency_set
(Set(SoundConcurrency)): [Read-Write] What sound concurrency to use for sounds generated by this audio componentdetail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenable_base_submix
(bool): [Read-Write] 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 Sendsenable_bus_sends
(bool): [Read-Write] Whether or not to enable sending this audio’s output to buses.enable_submix_sends
(bool): [Read-Write] Whether or not to enable Submix Sends other than the Base Submix.envelope_follower_attack_time
(int32): [Read-Write] 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] 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.frequency
(float): [Read-Write] The frequency (in hz) of the tone generator.hidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsis_ui_sound
(bool): [Read-Write] Whether or not this sound plays when the game is paused in the UImobility
(ComponentMobility): [Read-Write] 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 Valueon_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedoverride_attenuation
(bool): [Read-Write] Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation propertiesphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *pre_effect_bus_sends
(Array(SoundSourceBusSendInfo)): [Read-Write] 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] Main tick function for the Componentrelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates
(bool): [Read-Write] 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] 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 this sound belongs tosound_submix
(SoundSubmixBase): [Read-Write] Submix this sound belongs tosound_submix_sends
(Array(SoundSubmixSendInfo)): [Read-Write] 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] The source effect chain to use for this sound.use_attach_parent_bound
(bool): [Read-Write] 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] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.volume
(float): [Read-Write] The linear volume of the tone generator.