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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SoundClass.h>
Public Member Functions | |
| FSoundClassProperties () | |
Structure containing configurable properties of a sound class.
| FSoundClassProperties::FSoundClassProperties | ( | ) |
| 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.
| uint8 FSoundClassProperties::bAlwaysPlay |
Whether to inflate referencing sound's priority to always play.
| uint8 FSoundClassProperties::bApplyAmbientVolumes |
Whether the Interior/Exterior volume and LPF modifiers should be applied
| 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.
| uint8 FSoundClassProperties::bCenterChannelOnly |
Whether or not this sound class forces sounds to the center channel
| uint8 FSoundClassProperties::bIsMusic |
Whether or not this is music (propagates to child classes only if parent is true)
| uint8 FSoundClassProperties::bIsUISound |
Whether or not this sound plays when the game is paused in the UI
| uint8 FSoundClassProperties::bReverb |
Whether or not sounds referencing this class send to the reverb submix
| float FSoundClassProperties::Default2DReverbSendAmount |
Send amount to master reverb effect for referencing unattenuated (2D) sounds.
| 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)
| float FSoundClassProperties::LFEBleed |
The amount of a sound to bleed to the LFE channel
| ESoundWaveLoadingBehavior FSoundClassProperties::LoadingBehavior |
Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.
| float FSoundClassProperties::LowPassFilterFrequency |
Lowpass filter cutoff frequency
| FSoundModulationDefaultSettings FSoundClassProperties::ModulationSettings |
Default modulation settings for sounds directly referencing this class
| TEnumAsByte<EAudioOutputTarget::Type> FSoundClassProperties::OutputTarget |
Which output target the sound should be played through
| float FSoundClassProperties::Pitch |
Pitch multiplier.
| float FSoundClassProperties::RadioFilterVolume |
Volume of the radio filter effect.
| float FSoundClassProperties::RadioFilterVolumeThreshold |
Volume at which the radio filter kicks in
| float FSoundClassProperties::VoiceCenterChannelVolume |
The amount to send to center channel (does not propagate to child classes)
| float FSoundClassProperties::Volume |
Volume multiplier.