UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSoundAttenuationSettings Struct Reference

#include <SoundAttenuation.h>

+ Inheritance diagram for FSoundAttenuationSettings:

Public Member Functions

ENGINE_API FSoundAttenuationSettings ()
 
ENGINE_API ~FSoundAttenuationSettings ()
 
ENGINE_API FSoundAttenuationSettings (const FSoundAttenuationSettings &)
 
ENGINE_API bool operator== (const FSoundAttenuationSettings &Other) const
 
virtual ENGINE_API void CollectAttenuationShapesForVisualization (TMultiMap< EAttenuationShape::Type, FBaseAttenuationSettings::AttenuationShapeDetails > &ShapeDetailsMap) const override
 
ENGINE_API float GetFocusPriorityScale (const struct FGlobalFocusSettings &FocusSettings, float FocusFactor) const
 
ENGINE_API float GetFocusAttenuation (const struct FGlobalFocusSettings &FocusSettings, float FocusFactor) const
 
ENGINE_API float GetFocusDistanceScale (const struct FGlobalFocusSettings &FocusSettings, float FocusFactor) const
 
ENGINE_API void AddStructReferencedObjects (FReferenceCollector &Collector)
 
- Public Member Functions inherited from FBaseAttenuationSettings
virtual ENGINE_API ~FBaseAttenuationSettings ()
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite, Category=AttenuationDistance, meta=(DisplayName="Attenuation At Max (dB)", ClampMin="-60", ClampMax="0")) float dBAttenuationAtMax
 
ENGINE_API FBaseAttenuationSettings ()
 
ENGINE_API float GetMaxDimension () const
 
ENGINE_API float GetMaxFalloffDistance () const
 
ENGINE_API float Evaluate (const FTransform &Origin, FVector Location, float DistanceScale=1.f) const
 
ENGINE_API float AttenuationEval (float Distance, float Falloff, float DistanceScale=1.f) const
 
ENGINE_API float AttenuationEvalBox (const FTransform &Origin, FVector Location, float DistanceScale=1.f) const
 
ENGINE_API float AttenuationEvalCapsule (const FTransform &Origin, FVector Location, float DistanceScale=1.f) const
 
ENGINE_API float AttenuationEvalCone (const FTransform &Origin, FVector Location, float DistanceScale=1.f) const
 

Public Attributes

uint8 bAttenuate: 1
 
uint8 bSpatialize: 1
 
uint8 bAttenuateWithLPF: 1
 
uint8 bEnableListenerFocus: 1
 
uint8 bEnableFocusInterpolation: 1
 
uint8 bEnableOcclusion: 1
 
uint8 bUseComplexCollisionForOcclusion: 1
 
uint8 bEnableReverbSend: 1
 
uint8 bEnablePriorityAttenuation: 1
 
uint8 bApplyNormalizationToStereoSounds: 1
 
uint8 bEnableLogFrequencyScaling: 1
 
uint8 bEnableSubmixSends: 1
 
uint8 bEnableSourceDataOverride: 1
 
uint8 bEnableSendToAudioLink: 1
 
TEnumAsByte< enum ESoundSpatializationAlgorithmSpatializationAlgorithm
 
TObjectPtr< UAudioLinkSettingsAbstractAudioLinkSettingsOverride
 
float BinauralRadius
 
FRuntimeFloatCurve CustomLowpassAirAbsorptionCurve
 
FRuntimeFloatCurve CustomHighpassAirAbsorptionCurve
 
EAirAbsorptionMethod AbsorptionMethod
 
TEnumAsByte< enum ECollisionChannelOcclusionTraceChannel
 
EReverbSendMethod ReverbSendMethod
 
EPriorityAttenuationMethod PriorityAttenuationMethod
 
float NonSpatializedRadiusStart
 
float NonSpatializedRadiusEnd
 
ENonSpatializedRadiusSpeakerMapMode NonSpatializedRadiusMode
 
float StereoSpread
 
float LPFRadiusMin
 
float LPFRadiusMax
 
float LPFFrequencyAtMin
 
float LPFFrequencyAtMax
 
float HPFFrequencyAtMin
 
float HPFFrequencyAtMax
 
float FocusAzimuth
 
float NonFocusAzimuth
 
float FocusDistanceScale
 
float NonFocusDistanceScale
 
float FocusPriorityScale
 
float NonFocusPriorityScale
 
float FocusVolumeAttenuation
 
float NonFocusVolumeAttenuation
 
float FocusAttackInterpSpeed
 
float FocusReleaseInterpSpeed
 
float OcclusionLowPassFilterFrequency
 
float OcclusionVolumeAttenuation
 
float OcclusionInterpolationTime
 
float ReverbWetLevelMin
 
float ReverbWetLevelMax
 
float ReverbDistanceMin
 
float ReverbDistanceMax
 
float ManualReverbSendLevel
 
float PriorityAttenuationMin
 
float PriorityAttenuationMax
 
float PriorityAttenuationDistanceMin
 
float PriorityAttenuationDistanceMax
 
float ManualPriorityAttenuation
 
FRuntimeFloatCurve CustomReverbSendCurve
 
TArray< FAttenuationSubmixSendSettingsSubmixSendSettings
 
FRuntimeFloatCurve CustomPriorityAttenuationCurve
 
FSoundAttenuationPluginSettings PluginSettings
 
- Public Attributes inherited from FBaseAttenuationSettings
EAttenuationDistanceModel DistanceAlgorithm
 
TEnumAsByte< enum EAttenuationShape::TypeAttenuationShape
 
ENaturalSoundFalloffMode FalloffMode
 
FVector AttenuationShapeExtents
 
float ConeOffset
 
float FalloffDistance
 
float ConeSphereRadius
 
float ConeSphereFalloffDistance
 
FRuntimeFloatCurve CustomAttenuationCurve
 

Constructor & Destructor Documentation

◆ FSoundAttenuationSettings() [1/2]

FSoundAttenuationSettings::FSoundAttenuationSettings ( )

◆ ~FSoundAttenuationSettings()

FSoundAttenuationSettings::~FSoundAttenuationSettings ( )
default

◆ FSoundAttenuationSettings() [2/2]

FSoundAttenuationSettings::FSoundAttenuationSettings ( const FSoundAttenuationSettings )
default

Member Function Documentation

◆ AddStructReferencedObjects()

void FSoundAttenuationSettings::AddStructReferencedObjects ( FReferenceCollector Collector)

◆ CollectAttenuationShapesForVisualization()

void FSoundAttenuationSettings::CollectAttenuationShapesForVisualization ( TMultiMap< EAttenuationShape::Type, FBaseAttenuationSettings::AttenuationShapeDetails > &  ShapeDetailsMap) const
overridevirtual

Reimplemented from FBaseAttenuationSettings.

◆ GetFocusAttenuation()

float FSoundAttenuationSettings::GetFocusAttenuation ( const struct FGlobalFocusSettings FocusSettings,
float  FocusFactor 
) const

◆ GetFocusDistanceScale()

float FSoundAttenuationSettings::GetFocusDistanceScale ( const struct FGlobalFocusSettings FocusSettings,
float  FocusFactor 
) const

◆ GetFocusPriorityScale()

float FSoundAttenuationSettings::GetFocusPriorityScale ( const struct FGlobalFocusSettings FocusSettings,
float  FocusFactor 
) const

◆ operator==()

bool FSoundAttenuationSettings::operator== ( const FSoundAttenuationSettings Other) const

Member Data Documentation

◆ AbsorptionMethod

EAirAbsorptionMethod FSoundAttenuationSettings::AbsorptionMethod

What method to use to map distance values to frequency absorption values.

◆ AudioLinkSettingsOverride

TObjectPtr<UAudioLinkSettingsAbstract> FSoundAttenuationSettings::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

FRuntimeFloatCurve FSoundAttenuationSettings::CustomHighpassAirAbsorptionCurve

◆ CustomLowpassAirAbsorptionCurve

FRuntimeFloatCurve FSoundAttenuationSettings::CustomLowpassAirAbsorptionCurve

◆ CustomPriorityAttenuationCurve

FRuntimeFloatCurve FSoundAttenuationSettings::CustomPriorityAttenuationCurve

◆ CustomReverbSendCurve

FRuntimeFloatCurve FSoundAttenuationSettings::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

ENonSpatializedRadiusSpeakerMapMode FSoundAttenuationSettings::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

TEnumAsByte<enum ECollisionChannel> FSoundAttenuationSettings::OcclusionTraceChannel

◆ OcclusionVolumeAttenuation

float FSoundAttenuationSettings::OcclusionVolumeAttenuation

The amount of volume attenuation to apply to sounds which are occluded.

◆ PluginSettings

FSoundAttenuationPluginSettings FSoundAttenuationSettings::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

EPriorityAttenuationMethod FSoundAttenuationSettings::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

EReverbSendMethod FSoundAttenuationSettings::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

TEnumAsByte<enum ESoundSpatializationAlgorithm> FSoundAttenuationSettings::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

TArray<FAttenuationSubmixSendSettings> FSoundAttenuationSettings::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: