#include <SoundAttenuation.h>
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| ENGINE_API | FSoundAttenuationSettings () |
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| ENGINE_API | ~FSoundAttenuationSettings () |
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| ENGINE_API | FSoundAttenuationSettings (const FSoundAttenuationSettings &) |
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| ENGINE_API bool | operator== (const FSoundAttenuationSettings &Other) const |
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| virtual ENGINE_API void | CollectAttenuationShapesForVisualization (TMultiMap< EAttenuationShape::Type, FBaseAttenuationSettings::AttenuationShapeDetails > &ShapeDetailsMap) const override |
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| ENGINE_API float | GetFocusPriorityScale (const struct FGlobalFocusSettings &FocusSettings, float FocusFactor) const |
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| ENGINE_API float | GetFocusAttenuation (const struct FGlobalFocusSettings &FocusSettings, float FocusFactor) const |
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| ENGINE_API float | GetFocusDistanceScale (const struct FGlobalFocusSettings &FocusSettings, float FocusFactor) const |
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| ENGINE_API void | AddStructReferencedObjects (FReferenceCollector &Collector) |
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| virtual ENGINE_API | ~FBaseAttenuationSettings () |
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| | UPROPERTY (EditAnywhere, BlueprintReadWrite, Category=AttenuationDistance, meta=(DisplayName="Attenuation At Max (dB)", ClampMin="-60", ClampMax="0")) float dBAttenuationAtMax |
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| ENGINE_API | FBaseAttenuationSettings () |
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| ENGINE_API float | GetMaxDimension () const |
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| ENGINE_API float | GetMaxFalloffDistance () const |
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| ENGINE_API float | Evaluate (const FTransform &Origin, FVector Location, float DistanceScale=1.f) const |
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| ENGINE_API float | AttenuationEval (float Distance, float Falloff, float DistanceScale=1.f) const |
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| ENGINE_API float | AttenuationEvalBox (const FTransform &Origin, FVector Location, float DistanceScale=1.f) const |
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| ENGINE_API float | AttenuationEvalCapsule (const FTransform &Origin, FVector Location, float DistanceScale=1.f) const |
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| ENGINE_API float | AttenuationEvalCone (const FTransform &Origin, FVector Location, float DistanceScale=1.f) const |
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◆ FSoundAttenuationSettings() [1/2]
| FSoundAttenuationSettings::FSoundAttenuationSettings |
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◆ ~FSoundAttenuationSettings()
| FSoundAttenuationSettings::~FSoundAttenuationSettings |
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◆ FSoundAttenuationSettings() [2/2]
◆ AddStructReferencedObjects()
◆ CollectAttenuationShapesForVisualization()
◆ GetFocusAttenuation()
◆ GetFocusDistanceScale()
◆ GetFocusPriorityScale()
◆ operator==()
◆ AbsorptionMethod
What method to use to map distance values to frequency absorption values.
◆ AudioLinkSettingsOverride
AudioLink Setting Overrides
◆ bApplyNormalizationToStereoSounds
| uint8 FSoundAttenuationSettings::bApplyNormalizationToStereoSounds |
Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.
◆ bAttenuate
| uint8 FSoundAttenuationSettings::bAttenuate |
◆ bAttenuateWithLPF
| uint8 FSoundAttenuationSettings::bAttenuateWithLPF |
Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.
◆ bEnableFocusInterpolation
| uint8 FSoundAttenuationSettings::bEnableFocusInterpolation |
Enables focus interpolation to smooth transition in and and of focus.
◆ bEnableListenerFocus
| uint8 FSoundAttenuationSettings::bEnableListenerFocus |
Enable listener focus-based adjustments.
◆ bEnableLogFrequencyScaling
| uint8 FSoundAttenuationSettings::bEnableLogFrequencyScaling |
Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).
◆ bEnableOcclusion
| uint8 FSoundAttenuationSettings::bEnableOcclusion |
Enables realtime occlusion tracing.
◆ bEnablePriorityAttenuation
| uint8 FSoundAttenuationSettings::bEnablePriorityAttenuation |
Enables attenuation of sound priority based off distance.
◆ bEnableReverbSend
| uint8 FSoundAttenuationSettings::bEnableReverbSend |
Enables adjusting reverb sends based on distance.
◆ bEnableSendToAudioLink
| uint8 FSoundAttenuationSettings::bEnableSendToAudioLink |
Enables/Disables AudioLink on all sources using this attenuation
◆ bEnableSourceDataOverride
| uint8 FSoundAttenuationSettings::bEnableSourceDataOverride |
Enables overriding WaveInstance data using source data override plugin
◆ bEnableSubmixSends
| uint8 FSoundAttenuationSettings::bEnableSubmixSends |
Enables submix sends based on distance.
◆ BinauralRadius
| float FSoundAttenuationSettings::BinauralRadius |
What min radius to use to swap to non-binaural audio when a sound starts playing.
◆ bSpatialize
| uint8 FSoundAttenuationSettings::bSpatialize |
◆ bUseComplexCollisionForOcclusion
| uint8 FSoundAttenuationSettings::bUseComplexCollisionForOcclusion |
Enables tracing against complex collision when doing occlusion traces.
◆ CustomHighpassAirAbsorptionCurve
◆ CustomLowpassAirAbsorptionCurve
◆ CustomPriorityAttenuationCurve
◆ CustomReverbSendCurve
◆ FocusAttackInterpSpeed
| float FSoundAttenuationSettings::FocusAttackInterpSpeed |
Scalar used to increase interpolation speed upwards to the target Focus value
◆ FocusAzimuth
| float FSoundAttenuationSettings::FocusAzimuth |
Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus.
◆ FocusDistanceScale
| float FSoundAttenuationSettings::FocusDistanceScale |
Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.
◆ FocusPriorityScale
| float FSoundAttenuationSettings::FocusPriorityScale |
Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.
◆ FocusReleaseInterpSpeed
| float FSoundAttenuationSettings::FocusReleaseInterpSpeed |
Scalar used to increase interpolation speed downwards to the target Focus value
◆ FocusVolumeAttenuation
| float FSoundAttenuationSettings::FocusVolumeAttenuation |
Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.
◆ HPFFrequencyAtMax
| float FSoundAttenuationSettings::HPFFrequencyAtMax |
◆ HPFFrequencyAtMin
| float FSoundAttenuationSettings::HPFFrequencyAtMin |
◆ LPFFrequencyAtMax
| float FSoundAttenuationSettings::LPFFrequencyAtMax |
◆ LPFFrequencyAtMin
| float FSoundAttenuationSettings::LPFFrequencyAtMin |
◆ LPFRadiusMax
| float FSoundAttenuationSettings::LPFRadiusMax |
◆ LPFRadiusMin
| float FSoundAttenuationSettings::LPFRadiusMin |
◆ ManualPriorityAttenuation
| float FSoundAttenuationSettings::ManualPriorityAttenuation |
◆ ManualReverbSendLevel
| float FSoundAttenuationSettings::ManualReverbSendLevel |
◆ NonFocusAzimuth
| float FSoundAttenuationSettings::NonFocusAzimuth |
Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus.
◆ NonFocusDistanceScale
| float FSoundAttenuationSettings::NonFocusDistanceScale |
Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.
◆ NonFocusPriorityScale
| float FSoundAttenuationSettings::NonFocusPriorityScale |
Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus.
◆ NonFocusVolumeAttenuation
| float FSoundAttenuationSettings::NonFocusVolumeAttenuation |
Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.
◆ NonSpatializedRadiusEnd
| float FSoundAttenuationSettings::NonSpatializedRadiusEnd |
The distance below which a sound is fully non-spatialized (2D). See "Non Spatialized Radius Start" to define the start of the interpolation and the "Non Spatialized Radius Mode" for the mode of the interpolation.
◆ NonSpatializedRadiusMode
Defines how to interpolate a 3D sound towards a 2D sound when using the non-spatialized radius start and end properties.
◆ NonSpatializedRadiusStart
| float FSoundAttenuationSettings::NonSpatializedRadiusStart |
The distance below which a sound begins to linearly interpolate towards being non-spatialized (2D). See "Non Spatialized Radius End" to define the end of the interpolation and the "Non Spatialized Radius Mode" for the mode of the interpolation. Note: this does not apply when using a 3rd party binaural plugin (audio will remain spatialized).
◆ OcclusionInterpolationTime
| float FSoundAttenuationSettings::OcclusionInterpolationTime |
The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.
◆ OcclusionLowPassFilterFrequency
| float FSoundAttenuationSettings::OcclusionLowPassFilterFrequency |
The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter.
◆ OcclusionTraceChannel
◆ OcclusionVolumeAttenuation
| float FSoundAttenuationSettings::OcclusionVolumeAttenuation |
The amount of volume attenuation to apply to sounds which are occluded.
◆ PluginSettings
Sound attenuation plugin settings to use with sounds that play with this attenuation setting.
◆ PriorityAttenuationDistanceMax
| float FSoundAttenuationSettings::PriorityAttenuationDistanceMax |
The max distance to attenuate priority.
◆ PriorityAttenuationDistanceMin
| float FSoundAttenuationSettings::PriorityAttenuationDistanceMin |
The min distance to attenuate priority.
◆ PriorityAttenuationMax
| float FSoundAttenuationSettings::PriorityAttenuationMax |
Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.
◆ PriorityAttenuationMethod
What method to use to control priority attenuation
◆ PriorityAttenuationMin
| float FSoundAttenuationSettings::PriorityAttenuationMin |
Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.
◆ ReverbDistanceMax
| float FSoundAttenuationSettings::ReverbDistanceMax |
The max distance to send to the master reverb.
◆ ReverbDistanceMin
| float FSoundAttenuationSettings::ReverbDistanceMin |
The min distance to send to the master reverb.
◆ ReverbSendMethod
What method to use to control master reverb sends
◆ ReverbWetLevelMax
| float FSoundAttenuationSettings::ReverbWetLevelMax |
The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.
◆ ReverbWetLevelMin
| float FSoundAttenuationSettings::ReverbWetLevelMin |
The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.
◆ SpatializationAlgorithm
What method we use to spatialize the sound.
◆ StereoSpread
| float FSoundAttenuationSettings::StereoSpread |
The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.
◆ SubmixSendSettings
Set of submix send settings to use to send audio to submixes as a function of distance.
The documentation for this struct was generated from the following files: