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

#include <SoundClass.h>

Public Member Functions

 FSoundClassProperties ()
 

Public Attributes

float Volume
 
float Pitch
 
float LowPassFilterFrequency
 
float AttenuationDistanceScale
 
float LFEBleed
 
float VoiceCenterChannelVolume
 
float RadioFilterVolume
 
float RadioFilterVolumeThreshold
 
uint8 bApplyEffects:1
 
uint8 bAlwaysPlay:1
 
uint8 bIsUISound:1
 
uint8 bIsMusic:1
 
uint8 bCenterChannelOnly:1
 
uint8 bApplyAmbientVolumes:1
 
uint8 bReverb:1
 
float Default2DReverbSendAmount
 
FSoundModulationDefaultSettings ModulationSettings
 
TEnumAsByte< EAudioOutputTarget::TypeOutputTarget
 
ESoundWaveLoadingBehavior LoadingBehavior
 
TObjectPtr< USoundSubmixDefaultSubmix
 

Detailed Description

Structure containing configurable properties of a sound class.

Constructor & Destructor Documentation

◆ FSoundClassProperties()

FSoundClassProperties::FSoundClassProperties ( )

Member Data Documentation

◆ AttenuationDistanceScale

float FSoundClassProperties::AttenuationDistanceScale

Scales the distance measurement used by the audio engine when determining distance-based attenuation. E.g., a sound 1000 units away with an AttenuationDistanceScale of .5 will be attenuated as if it is 500 units away from the listener. Allows adjusting attenuation settings dynamically.

◆ bAlwaysPlay

uint8 FSoundClassProperties::bAlwaysPlay

Whether to inflate referencing sound's priority to always play.

◆ bApplyAmbientVolumes

uint8 FSoundClassProperties::bApplyAmbientVolumes

Whether the Interior/Exterior volume and LPF modifiers should be applied

◆ bApplyEffects

uint8 FSoundClassProperties::bApplyEffects

Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds.

◆ bCenterChannelOnly

uint8 FSoundClassProperties::bCenterChannelOnly

Whether or not this sound class forces sounds to the center channel

◆ bIsMusic

uint8 FSoundClassProperties::bIsMusic

Whether or not this is music (propagates to child classes only if parent is true)

◆ bIsUISound

uint8 FSoundClassProperties::bIsUISound

Whether or not this sound plays when the game is paused in the UI

◆ bReverb

uint8 FSoundClassProperties::bReverb

Whether or not sounds referencing this class send to the reverb submix

◆ Default2DReverbSendAmount

float FSoundClassProperties::Default2DReverbSendAmount

Send amount to master reverb effect for referencing unattenuated (2D) sounds.

◆ DefaultSubmix

TObjectPtr<USoundSubmix> FSoundClassProperties::DefaultSubmix

Default output submix of referencing sounds. If unset, falls back to the 'Master Submix' as set in the 'Audio' category of Project Settings. (Unavailable if legacy 'Output to Master EQ Submix' is set)

◆ LFEBleed

float FSoundClassProperties::LFEBleed

The amount of a sound to bleed to the LFE channel

◆ LoadingBehavior

ESoundWaveLoadingBehavior FSoundClassProperties::LoadingBehavior

Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.

◆ LowPassFilterFrequency

float FSoundClassProperties::LowPassFilterFrequency

Lowpass filter cutoff frequency

◆ ModulationSettings

FSoundModulationDefaultSettings FSoundClassProperties::ModulationSettings

Default modulation settings for sounds directly referencing this class

◆ OutputTarget

TEnumAsByte<EAudioOutputTarget::Type> FSoundClassProperties::OutputTarget

Which output target the sound should be played through

◆ Pitch

float FSoundClassProperties::Pitch

Pitch multiplier.

◆ RadioFilterVolume

float FSoundClassProperties::RadioFilterVolume

Volume of the radio filter effect.

◆ RadioFilterVolumeThreshold

float FSoundClassProperties::RadioFilterVolumeThreshold

Volume at which the radio filter kicks in

◆ VoiceCenterChannelVolume

float FSoundClassProperties::VoiceCenterChannelVolume

The amount to send to center channel (does not propagate to child classes)

◆ Volume

float FSoundClassProperties::Volume

Volume multiplier.


The documentation for this struct was generated from the following files: