UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SoundBase.h File Reference
#include "AudioDefines.h"
#include "AudioPropertiesSheetAssetBase.h"
#include "CoreMinimal.h"
#include "Sound/SoundTimecodeOffset.h"
#include "SoundConcurrency.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "Interfaces/Interface_AssetUserData.h"
#include "SoundBase.generated.h"

Go to the source code of this file.

Classes

struct  FSoundBaseEditorData
 
class  USoundBase
 

Namespaces

namespace  Audio
 NO_LOGGING.
 
namespace  EMaxConcurrentResolutionRule
 

Typedefs

typedef TSharedPtr< ISoundGenerator, ESPMode::ThreadSafeISoundGeneratorPtr
 

Enumerations

enum class  EVirtualizationMode : uint8 { Disabled , PlayWhenSilent , Restart , UE_EXPERIMENTAL =(5.6, "This virtualization mode is experimental and may not function as expected in all use cases.") }
 
enum class  EUseSubmixOnPreviewMode : uint8 { UseEditorPreference , UseSubmixesOnPreview , PlayPreviewsWithoutSubmixes }
 

Typedef Documentation

◆ ISoundGeneratorPtr

Enumeration Type Documentation

◆ EUseSubmixOnPreviewMode

There is a editor setting to use submixes when previewing sounds. This gives the user the ability to override that locally for this specific asset.

Enumerator
UseEditorPreference 
UseSubmixesOnPreview 
PlayPreviewsWithoutSubmixes 

◆ EVirtualizationMode

enum class EVirtualizationMode : uint8
strong

Method of virtualization when a sound is stopped due to playback constraints (i.e. by concurrency, priority, and/or MaxChannelCount) for a given sound.

Enumerator
Disabled 

Virtualization is disabled

PlayWhenSilent 

Sound continues to play when silent and not virtualize, continuing to use a voice. If sound is looping and stopped due to concurrency or channel limit/priority, sound will restart on realization. If any SoundWave referenced in a SoundCue's waveplayer is set to 'PlayWhenSilent', entire SoundCue will be overridden to 'PlayWhenSilent' (to maintain timing over all wave players).

Restart 

If sound is looping, sound restarts from beginning upon realization from being virtual

UE_EXPERIMENTAL 

EXPERIMENTAL - Sound fully virtualizes, but attempts to seek to the proper part of its looping duration when realized. The playback behavior is similar to PlayWhenSilent, but does not take up a voice slot.