code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|BitCrusher") void SetBitModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & InModulators )


module: Synthesis

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|BitCrusher") void SetBits ( float Bits )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|BitCrusher") void SetModulationSettings ( const [FSourceEffectBitCrusherSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectBitCrusherSettings) & ModulationSettings )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|BitCrusher") void SetSampleRate ( float SampleRate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|BitCrusher") void SetSampleRateModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * Modulator )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|BitCrusher") void SetSampleRateModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & InModulators )


description: Sets just base (i.e. carrier) setting values without modifying modulation source references.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|BitCrusher") void SetSettings ( const [FSourceEffectBitCrusherBaseSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectBitCrusherBaseSetti-) & Settings )


code: void UpdateSettings ( const [FSourceEffectBitCrusherSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectBitCrusherSettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectBitCrusherSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectBitCrusherSettings) &)> InCommand )


className: USourceEffectBitCrusherPreset

Settings

type: FSourceEffectBi...

SettingsCritSect

type: FCriticalSectio...


code: virtual [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase) * CreateNewEffect() const


code: virtual [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * CreateNewPreset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetActionName() const


code: virtual [FColor](API\Runtime\Core\Math\FColor) GetPresetColor() const


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


code: virtual bool HasAssetActions() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetDepth ( float Depth )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetDepthModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * Modulator )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetDepthModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & Modulators )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetDry ( float DryAmount )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetDryModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * Modulator )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetDryModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & Modulators )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetFeedbackModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * Modulator )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetFeedback ( float Feedback )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetFeedbackModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & Modulators )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetFrequency ( float Frequency )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetFrequencyModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * Modulator )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetFrequencyModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & Modulators )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetModulationSettings ( const [FSourceEffectChorusSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectChorusSettings) & ModulationSettings )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetSpread ( float Spread )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetSettings ( const [FSourceEffectChorusBaseSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectChorusBaseSettings) & Settings )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetSpreadModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * Modulator )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetSpreadModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & Modulators )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetWet ( float WetAmount )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetWetModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & Modulators )


code: void UpdateSettings ( const [FSourceEffectChorusSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectChorusSettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectChorusSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectChorusSettings) &)> InCommand )


className: USourceEffectChorusPreset

Settings

type: FSourceEffectCh...


description: Binds to the UAudioImpulseRespont::OnObjectPropertyChanged delegate of the current ImpulseResponse.


description: Note: The SourceEffect boilerplate macros could not be utilized here because the "CreateNewEffect" implementation differed from those available in the boilerplate macro.

code: virtual bool CanFilter() const


code: virtual [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase) * CreateNewEffect() const


code: virtual [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * CreateNewPreset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Chorus") void SetWetModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * Modulator )


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetActionName() const


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


code: virtual bool HasAssetActions() const


description: Called when a property changes on the ImpulseResponse object.

code: void PostEditChangeImpulseProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Set the convolution reverb impulse response

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintSetter, Category="Audio|Effects") void SetImpulseResponse ( [UAudioImpulseResponse](API\Plugins\Synthesis\UAudioImpulseResponse) * InImpulseResponse )


description: Set the convolution reverb settings

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectConvolutionReverbSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectConvolutionReverbSe-) & InSettings )


code: USourceEffectConvolutionReverbPreset ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USourceEffectConvolutionReverbPreset

bEnableHardwareAcceleration

type: bool

description: Opt into hardware acceleration of the convolution reverb (if available)

BlockSize

type: ESubmixEffectCo...

description: Set the internal block size.

ImpulseResponse

type: TObjectPtr<UAu...

description: The impulse response used for convolution.

type: FSourceEffectCo...

description: ConvolutionReverbPreset Preset Settings.


code: virtual [FColor](API\Runtime\Core\Math\FColor) GetPresetColor() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectDynamicsProcessorSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectDynamicsProcessorSe-) & InSettings )


code: void UpdateSettings ( const [FSourceEffectDynamicsProcessorSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectDynamicsProcessorSe-) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectDynamicsProcessorSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectDynamicsProcessorSe-) &)> InCommand )


className: USourceEffectDynamicsProcessorPreset

Settings

type: FSourceEffectDy...


code: virtual [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase) * CreateNewEffect() const


description: Registers an envelope follower listener with the effect.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects", Meta=(WorldContext="WorldContextObject")) void RegisterEnvelopeFollowerListener ( [UEnvelopeFollowerListener](API\Plugins\Synthesis\SourceEffects\UEnvelopeFollowerListener) * EnvelopeFollowerListener )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectEnvelopeFollowerSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectEnvelopeFollowerSet-) & InSettings )


description: Unregisters an envelope follower listener with the effect.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects", Meta=(WorldContext="WorldContextObject")) void UnregisterEnvelopeFollowerListener ( [UEnvelopeFollowerListener](API\Plugins\Synthesis\SourceEffects\UEnvelopeFollowerListener) * EnvelopeFollowerListener )


code: void UpdateSettings ( const [FSourceEffectEnvelopeFollowerSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectEnvelopeFollowerSet-) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectEnvelopeFollowerSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectEnvelopeFollowerSet-) &)> InCommand )


className: USourceEffectEnvelopeFollowerPreset

type: FSourceEffectEn...


code: virtual [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * CreateNewPreset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetActionName() const


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


code: virtual bool HasAssetActions() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectEQSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectEQSettings) & InSettings )


code: void UpdateSettings ( const [FSourceEffectEQSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectEQSettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectEQSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectEQSettings) &)> InCommand )


className: USourceEffectEQPreset

type: FSourceEffectEQ...


code: virtual [FColor](API\Runtime\Core\Math\FColor) GetPresetColor() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectFilterSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectFilterSettings) & InSettings )


code: void UpdateSettings ( const [FSourceEffectFilterSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectFilterSettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectFilterSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectFilterSettings) &)> InCommand )


className: USourceEffectFilterPreset

type: FSourceEffectFi...


code: virtual [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase) * CreateNewEffect() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectFoldbackDistortionSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectFoldbackDistortionS-) & InSettings )


code: void UpdateSettings ( const [FSourceEffectFoldbackDistortionSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectFoldbackDistortionS-) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectFoldbackDistortionSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectFoldbackDistortionS-) &)> InCommand )


className: USourceEffectFoldbackDistortionPreset

type: FSourceEffectFo...


description: Macro which declares and implements useful functions.

code: virtual bool CanFilter() const


description: Allows you to customize the color of the preset in the editor.


description: Change settings of your effect from blueprints. Will broadcast changes to active instances.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectMidSideSpreaderSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectMidSideSpreaderSett-) & InSettings )


code: void UpdateSettings ( const [FSourceEffectMidSideSpreaderSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectMidSideSpreaderSett-) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectMidSideSpreaderSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectMidSideSpreaderSett-) &)> InCommand )


className: USourceEffectMidSideSpreaderPreset

description: ========================================================================USourceEffectMidSideSpreaderPresetThis code exposes your preset settings and effect class to the editor. And allows for a handle to setting/updating effect settings dynamically.

type: FSourceEffectMi...

description: The copy of the settings struct.


code: virtual [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * CreateNewPreset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetActionName() const


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


code: virtual bool HasAssetActions() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectMotionFilterSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectMotionFilterSetting-) & InSettings )


code: void UpdateSettings ( const [FSourceEffectMotionFilterSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectMotionFilterSetting-) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectMotionFilterSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectMotionFilterSetting-) &)> InCommand )


className: USourceEffectMotionFilterPreset

description: ========================================================================USourceEffectMotionFilterPresetThis code exposes your preset settings and effect class to the editor. And allows for a handle to setting/updating effect settings dynamically.

type: FSourceEffectMo...

description: The copy of the settings struct.


code: virtual [FColor](API\Runtime\Core\Math\FColor) GetPresetColor() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectPannerSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectPannerSettings) & InSettings )


code: void UpdateSettings ( const [FSourceEffectPannerSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectPannerSettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectPannerSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectPannerSettings) &)> InCommand )


className: USourceEffectPannerPreset

type: FSourceEffectPa...


code: virtual [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase) * CreateNewEffect() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectPhaserSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectPhaserSettings) & InSettings )


code: void UpdateSettings ( const [FSourceEffectPhaserSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectPhaserSettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectPhaserSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectPhaserSettings) &)> InCommand )


className: USourceEffectPhaserPreset

type: FSourceEffectPh...

description: The depth of the chorus effect.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectRingModulationSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectRingModulationSetti-) & InSettings )


code: void UpdateSettings ( const [FSourceEffectRingModulationSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectRingModulationSetti-) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectRingModulationSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectRingModulationSetti-) &)> InCommand )


className: USourceEffectRingModulationPreset

type: FSourceEffectRi...


code: virtual [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * CreateNewPreset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetActionName() const


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


code: virtual bool HasAssetActions() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectSimpleDelaySettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectSimpleDelaySettings) & InSettings )


code: void UpdateSettings ( const [FSourceEffectSimpleDelaySettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectSimpleDelaySettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectSimpleDelaySettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectSimpleDelaySettings) &)> InCommand )


className: USourceEffectSimpleDelayPreset

type: FSourceEffectSi...


code: virtual [FColor](API\Runtime\Core\Math\FColor) GetPresetColor() const


code: void UpdateSettings ( const [FSourceEffectStereoDelaySettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectStereoDelaySettings) & InSettings )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectStereoDelaySettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectStereoDelaySettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectStereoDelaySettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectStereoDelaySettings) &)> InCommand )


className: USourceEffectStereoDelayPreset

type: FSourceEffectSt...

SettingsCritSect

type: FCriticalSectio...


code: virtual [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase) * CreateNewEffect() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSourceEffectWaveShaperSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectWaveShaperSettings) & InSettings )


code: void UpdateSettings ( const [FSourceEffectWaveShaperSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectWaveShaperSettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSourceEffectWaveShaperSettings](API\Plugins\Synthesis\SourceEffects\FSourceEffectWaveShaperSettings) &)> InCommand )


className: USourceEffectWaveShaperPreset

Settings

type: FSourceEffectWa...


className: ESubmixFilterAlgorithm

code: enum ESubmixFilterAlgorithm { OnePole = 0, StateVariable, Ladder, Count, }


className: ESubmixFilterType

code: enum ESubmixFilterType { LowPass = 0, HighPass, BandPass, BandStop, Count, }


className: ETapLineMode

code: enum ETapLineMode { SendToChannel, Panning, Disabled, }


description: Called on an audio effect at initialization on main thread before audio processing begins.

code: virtual void Init ( const [FSoundEffectSubmixInitData](API\Runtime\Engine\Sound\FSoundEffectSubmixInitData) & InitData )


description: Called when an audio effect preset settings is changed.

code: virtual void OnPresetChanged()


description: Process the input block of audio. Called on audio thread.

code: virtual void OnProcessAudio ( const [FSoundEffectSubmixInputData](API\Runtime\Engine\Sound\FSoundEffectSubmixInputData) & InData, [FSoundEffectSubmixOutputData](API\Runtime\Engine\Sound\FSoundEffectSubmixOutputData) & OutData )


code: void RebuildConvolutionReverb()


className: FDynamicsBandSettings

AttackTimeMsec

type: float

description: The amount of time to ramp into any dynamics processing effect in milliseconds.

CrossoverTopFrequency

description: Frequency of the crossover between this band and the next. The last band will have this property ignored.

InputGainDb

description: The input gain of the dynamics processor in dB.

KneeBandwidthDb

description: The knee bandwidth of the compressor to use in dB.

OutputGainDb

description: The output gain of the dynamics processor in dB.

Ratio

description: The dynamics processor ratio  has different meaning depending on the processor type.

ReleaseTimeMsec

description: The amount of time to release the dynamics processing effect in milliseconds.

ThresholdDb

description: The threshold at which to perform a dynamics processing operation.


description: Call on the game thread in order to update the impulse response and hardware acceleration used in this submix effect.

code: [AudioConvReverbIntrinsics::FVersionData](API\Plugins\Synthesis\FVersionData) UpdateConvolutionReverb ( const [USubmixEffectConvolutionReverbPreset](API\Plugins\Synthesis\SubmixEffects\USubmixEffectConvolutionReverbPr-) * InPreset )


code: FSubmixEffectConvolutionReverb()


description: Construct a convolution object with an existing preset.

code: FSubmixEffectConvolutionReverb ( const [USubmixEffectConvolutionReverbPreset](API\Plugins\Synthesis\SubmixEffects\USubmixEffectConvolutionReverbPr-) * InPreset )


code: ~FSubmixEffectConvolutionReverb()


className: FSubmixEffectConvolutionReverb

description: Audio render thread effect object.

code: class FSubmixEffectConvolutionReverb : public [FSoundEffectSubmix](API\Runtime\Engine\Sound\FSoundEffectSubmix)


className: FSubmixEffectConvolutionReverbSettings

bBypass

type: bool

description: If true, input audio is directly routed to output audio with applying any effect.

bInvertRearChannelBleedPhase

description: If true, rear channel bleed sends will have their phase inverted.

description: If true, the submix input audio is downmixed to match the IR asset audio channel format.

bMixReverbOutputToOutputChannelFormat

description: If true, the reverberated audio is upmixed or downmixed to match the submix output audio format.

bSurroundRearChannelFlip

description: If true, send Surround Rear Channel Bleed Amount sends front left to back right and vice versa

DryVolumeDb

description: Controls how much of the dry signal is mixed into the output, in Decibels.

NormalizationVolumeDb

description: Used to account for energy added by convolution with "loud" Impulse Responses.

SurroundRearChannelBleedDb

description: Amount of audio to be sent to rear channels in quad/surround configurations

WetVolumeDb

description: Controls how much of the wet signal is mixed into the output, in Decibels.


description: Called on an audio effect at initialization on main thread before audio processing begins.

code: virtual void Init ( const [FSoundEffectSubmixInitData](API\Runtime\Engine\Sound\FSoundEffectSubmixInitData) & InInitData )


className: MinLengthDelaySec

code: static const float MinLengthDelaySec = 0.4f;


description: Called when the sound effect's preset changed.


description: Set how long the actually delay is, in milliseconds.

code: void SetDelayLineLength ( float Length )


description: Sets the reverb effect parameters based from audio thread code.

code: void SetEffectParameters ( const [FSubmixEffectDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectDelaySettings) & InTapEffectParameters )


description: Set the time it takes, in milliseconds, to arrive at a new parameter.

code: void SetInterpolationTime ( float Time )


className: FSubmixEffectDelay

code: class FSubmixEffectDelay : public [FSoundEffectSubmix](API\Runtime\Engine\Sound\FSoundEffectSubmix)


className: FSubmixEffectDelaySettings

description: ========================================================================FSubmixEffectDelaySettingsUStructused to define user-exposed params for use with your effect.

DelayLength

description: Number of milliseconds of delay. Caps at max delay at runtime.

InterpolationTime

description: Number of milliseconds over which a tap will reach it's set length and gain. Smaller values are more responsive, while larger values will make pitching less dramatic.

MaximumDelayLength

description: Maximum possible length for a delay, in milliseconds. Changing this at runtime will reset the effect.


description: Process the input block of audio. Called on audio thread.


description: Sets the filter algorithm.

code: void SetFilterAlgorithm ( [ESubmixFilterAlgorithm](API\Plugins\Synthesis\SubmixEffects\ESubmixFilterAlgorithm) InAlgorithm )


description: Sets the base filter cutoff frequency.

code: void SetFilterCutoffFrequency ( float InFrequency )


description: Sets the filter Q.

code: void SetFilterQ ( float InQ )


description: Sets the filter Q.

code: void SetFilterQMod ( float InQ )


description: Sets the filter type.

code: void SetFilterType ( [ESubmixFilterType](API\Plugins\Synthesis\SubmixEffects\ESubmixFilterType) InType )


className: FSubmixEffectFilter

code: class FSubmixEffectFilter : public [FSoundEffectSubmix](API\Runtime\Engine\Sound\FSoundEffectSubmix)


description: Sets the mod filter cutoff frequency.

code: void SetFilterCutoffFrequencyMod ( float InFrequency )


className: FSubmixEffectFilterSettings

description: ========================================================================FSubmixEffectFilterSettingsUStructused to define user-exposed params for use with your effect.

FilterAlgorithm

type: ESubmixFilterAl...

description: What type of filter algorithm to use for the submix filter effect.

FilterFrequency

description: The output filter cutoff frequency (hz) [0.0, 20000.0].

FilterQ

description: The output filter resonance (Q) [0.5, 10].

FilterType

type: ESubmixFilterTy...

description: What type of filter to use for the submix filter effect.


description: We want to receive downmixed submix audio to stereo input for the reverb effect.

code: virtual uint32 GetDesiredInputChannelCountOverride() const


code: virtual void Init ( const [FSoundEffectSubmixInitData](API\Runtime\Engine\Sound\FSoundEffectSubmixInitData) & InSampleRate )


description: Called when an audio effect preset is changed.

code: virtual void OnPresetChanged()


code: void SetEffectParameters ( const [Audio::FFlexiverbSettings](API\Plugins\Synthesis\FFlexiverbSettings) & InReverbEffectParameters )


code: FSubmixEffectFlexiverbSettings()


className: FSubmixEffectFlexiverb

code: class FSubmixEffectFlexiverb : public [FSoundEffectSubmix](API\Runtime\Engine\Sound\FSoundEffectSubmix)


className: FSubmixEffectFlexiverbSettings

DecayTime

description: Time in seconds it will take for the impulse response to decay to -60 dB.

PreDelay

description: PreDelay - 0.01 < 10.0 < 40.0 - Amount of delay to the first echo in milliseconds.

RoomDampening

description: Room Dampening - 0.0 < 0.85 < 1.0 - Frequency at which the room dampens.


description: A submix dynamics processor.

bAnalogMode

description: Toggles treating the attack and release envelopes as analog-style vs digital-style. Analog will respond a bit more naturally/slower.

Bands

type: TArray<FDynami...

description: Each band is a full dynamics processor, affecting at a unique frequency range.

bBypass

description: Whether or not to bypass effect.

bFourPole

description: Turning off FourPole mode will use cheaper, shallower 2-pole crossovers.

bKeyAudition

description: Audition the key modulation signal, bypassing enveloping and processing the input signal.

DynamicsProcessorType

type: ESubmixEffectDy...

description: Controls how each band will react to audio above its threshold.

ExternalAudioBus

type: TObjectPtr<UAu...

description: If set, uses output of provided submix as modulator of input signal for dynamics processor (Uses input signal as default modulator)

ExternalSubmix

type: TObjectPtr<USo...

KeyGainDb

description: Gain to apply to key signal if external input is supplied.

LinkMode

description: Whether to compress all channels equally, and how to evaluate the overall level.

LookAheadMsec

description: The amount of time to look ahead of the current audio. Allows for transients to be included in dynamics processing.

PeakMode

description: Controls how quickly the bands will react to a signal above its threshold.


description: Gets the effect's deviceId that owns it.


description: Called from OnPresetChanged when something is changed that needs extra attention

code: void Initialize ( [FSubmixEffectMultibandCompressorSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectMultibandCompressor-) & Settings )


className: MaxBlockNumSamples

code: static constexpr int32 MaxBlockNumSamples = 8192;


code: void OnDeviceCreated ( [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) InDeviceId )


code: void OnDeviceDestroyed ( [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) InDeviceId )


description: Process the input block of audio. Called on audio thread.

code: virtual void OnProcessAudio ( const [FSoundEffectSubmixInputData](API\Runtime\Engine\Sound\FSoundEffectSubmixInputData) & InData, [FSoundEffectSubmixOutputData](API\Runtime\Engine\Sound\FSoundEffectSubmixOutputData) & OutData )


code: void UpdateKeyFromSettings ( const [FSubmixEffectMultibandCompressorSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectMultibandCompressor-) & InSettings )


code: FSubmixEffectMultibandCompressor()


className: FSubmixEffectMultibandCompressor

code: class FSubmixEffectMultibandCompressor : public [FSoundEffectSubmix](API\Runtime\Engine\Sound\FSoundEffectSubmix)


description: Called on an audio effect at initialization on main thread before audio processing begins.

code: virtual void Init ( const [FSoundEffectSubmixInitData](API\Runtime\Engine\Sound\FSoundEffectSubmixInitData) & InInitData )


description: Called when the sound effect's preset changed.


className: FSubmixEffectStereoDelay

code: class FSubmixEffectStereoDelay : public [FSoundEffectSubmix](API\Runtime\Engine\Sound\FSoundEffectSubmix)


className: FSubmixEffectStereoDelaySettings

bFilterEnabled

description: Whether or not to enable filtering.

DelayMode

type: EStereoDelaySou...

description: What mode to set the stereo delay effect.

DelayRatio

description: Delay spread for left and right channels. Allows left and right channels to have differential delay amounts. Useful for stereo channel decorrelation.

DelayTimeMsec

description: The base amount of delay in the left and right channels of the delay line.

DryLevel

description: The dry level of the effect.

Feedback

description: The amount of audio to feedback into the delay line once the delay has been tapped.

FilterFrequency

description: Cutoff frequency of the filter.

FilterQ

description: Q of the filter.

FilterType

type: EStereoDelayFil...

description: Filter type to feed feedback audio to.

WetLevel

description: The amount of delay effect to mix with the dry input signal into the effect.


className: FSubmixEffectStereoToQuad

code: class FSubmixEffectStereoToQuad : public [FSoundEffectSubmix](API\Runtime\Engine\Sound\FSoundEffectSubmix)


className: FSubmixEffectStereoToQuadSettings

bFlipChannels

description: Whether or not to flip the left and right input channels when sending to the rear channel.

RearChannelGain

description: The gain (in decibels) of the rear channels.


description: Sets the reverb effect parameters based from audio thread code.

code: void SetEffectParameters ( const [FSubmixEffectTapDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectTapDelaySettings) & InTapEffectParameters )


description: Set the interpolation time.

code: void SetInterpolationTime ( float Time )


code: void SetTap ( int32 TapId, const [FTapDelayInfo](API\Plugins\Synthesis\SubmixEffects\FTapDelayInfo) & DelayInfo )


code: virtual ~FSubmixEffectTapDelay()


className: FSubmixEffectTapDelay

code: class FSubmixEffectTapDelay : public [FSoundEffectSubmix](API\Runtime\Engine\Sound\FSoundEffectSubmix)


code: FSubmixEffectTapDelaySettings()


className: FSubmixEffectTapDelaySettings

description: ======================================================================== FTapDelaySubmixPresetSettingsUStructused to define user-exposed params for use with your effect.

InterpolationTime

description: Number of milliseconds over which a tap will reach it's set length and gain. Smaller values are more responsive, while larger values will make pitching less dramatic.

MaximumDelayLength

description: Maximum possible length for a delay, in milliseconds. Changing this at runtime will reset the effect.

Taps

type: TArray<FTapDel...

description: Each tap's metadata.


className: FTapDelayInfo

DelayLength

description: Amount of time before this echo is heard in milliseconds.

Gain

description: How loud this echo should be, in decibels.

OutputChannel

description: When the Tap Line Mode is set to Send To Channel, designates index of channel from which the echo should play.

PanInDegrees

description: When the Tap Line Mode is set to Panning, designates the angle at which the echo should be panned.

TapLineMode

type: ETapLineMode

description: Whether the tap line should send directly to a channel, pan, or not produce sound at all.


code: void SetGainValue ( float Value, float InterpolationTime )


code: void SetLengthValue ( float Value, float InterpolationTime )


className: FTapDelayInterpolationInfo

code: struct FTapDelayInterpolationInfo


description: Binds to the UAudioImpulseRespont::OnObjectPropertyChanged delegate of the current ImpulseResponse.


description: Note: The SubmixEffect boilerplate macros could not be utilized here because the "CreateNewEffect" implementation differed from those available in the boilerplate macro.

code: virtual bool CanFilter() const


code: virtual [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase) * CreateNewEffect() const


code: virtual [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * CreateNewPreset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetActionName() const


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


code: virtual bool HasAssetActions() const


description: Called when a property changes on the ImpulseResponse object.

code: void PostEditChangeImpulseProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Set the convolution reverb impulse response

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintSetter, Category="Audio|Effects") void SetImpulseResponse ( [UAudioImpulseResponse](API\Plugins\Synthesis\UAudioImpulseResponse) * InImpulseResponse )


description: Set the convolution reverb settings

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSubmixEffectConvolutionReverbSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectConvolutionReverbSe-) & InSettings )


code: USubmixEffectConvolutionReverbPreset ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USubmixEffectConvolutionReverbPreset

bEnableHardwareAcceleration

description: Opt into hardware acceleration of the convolution reverb (if available)

BlockSize

type: ESubmixEffectCo...

description: Set the internal block size.

ImpulseResponse

description: The impulse response used for convolution.

Settings

type: FSubmixEffectCo...

description: ConvolutionReverbPreset Preset Settings.


description: Get the maximum delay possible.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Delay") float GetMaxDelayInMilliseconds() const


description: Sets object's default settings. This will update both the defaultUObjectsettings (and mark it as dirty), as well as any dynamically set settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Delay") void SetDefaultSettings ( const [FSubmixEffectDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectDelaySettings) & InSettings )


description: Set how long the delay actually is, in milliseconds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Delay") void SetDelay ( float Length )


description: Sets runtime delay settings. This will replace any dynamically added or modified settings without modifying the originalUObject.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Delay", Meta=(DisplayName="Set Dynamic Settings")) void SetSettings ( const [FSubmixEffectDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectDelaySettings) & InSettings )


description: Set the time it takes to interpolate between parameters, in milliseconds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Delay") void SetInterpolationTime ( float Time )


code: void UpdateSettings ( const [FSubmixEffectDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectDelaySettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSubmixEffectDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectDelaySettings) &)> InCommand )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Delay") static [FSubmixEffectDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectDelaySettings) & SetDelayLength ( [FSubmixEffectDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectDelaySettings) & DelaySettings, float DelayLength )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Delay") static [FSubmixEffectDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectDelaySettings) & SetInterpolationTime ( [FSubmixEffectDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectDelaySettings) & DelaySettings, float InterpolationTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Delay") static [FSubmixEffectDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectDelaySettings) & SetMaximumDelayLength ( [FSubmixEffectDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectDelaySettings) & DelaySettings, float MaximumDelayLength )


className: USubmixEffectDelayStatics

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USubmixEffectDelayStatics : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


code: virtual [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase) * CreateNewEffect() const


code: virtual [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * CreateNewPreset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) const


className: USubmixEffectDelayPreset

description: ========================================================================USubmixEffectDelayPresetClass which processes audio streams and uses parameters defined in the preset class.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USubmixEffectDelayPreset : public [USoundEffectSubmixPreset](API\Runtime\Engine\Sound\USoundEffectSubmixPreset)

DynamicSettings

type: FSubmixEffectDe...


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetActionName() const


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


code: virtual bool HasAssetActions() const


description: Sets the filter algorithm.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Filter") void SetFilterAlgorithm ( [ESubmixFilterAlgorithm](API\Plugins\Synthesis\SubmixEffects\ESubmixFilterAlgorithm) InAlgorithm )


description: Sets the base filter cutoff frequency.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Filter") void SetFilterCutoffFrequency ( float InFrequency )


description: Sets the mod filter cutoff frequency.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Filter") void SetFilterCutoffFrequencyMod ( float InFrequency )


description: Sets the filter Q.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Filter") void SetFilterQ ( float InQ )


description: Sets the filter Q.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Filter") void SetFilterQMod ( float InQ )


description: Sets the filter type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Filter") void SetFilterType ( [ESubmixFilterType](API\Plugins\Synthesis\SubmixEffects\ESubmixFilterType) InType )


description: Set all filter effect settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Filter") void SetSettings ( const [FSubmixEffectFilterSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectFilterSettings) & InSettings )


code: void UpdateSettings ( const [FSubmixEffectFilterSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectFilterSettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSubmixEffectFilterSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectFilterSettings) &)> InCommand )


className: USubmixEffectFilterPreset

description: ========================================================================USubmixEffectFilterPresetClass which processes audio streams and uses parameters defined in the preset class.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USubmixEffectFilterPreset : public [USoundEffectSubmixPreset](API\Runtime\Engine\Sound\USoundEffectSubmixPreset)

Settings

type: FSubmixEffectFi...

SettingsCritSect

type: FCriticalSectio...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSubmixEffectFlexiverbSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectFlexiverbSettings) & InSettings )


code: void UpdateSettings ( const [FSubmixEffectFlexiverbSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectFlexiverbSettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSubmixEffectFlexiverbSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectFlexiverbSettings) &)> InCommand )


className: USubmixEffectFlexiverbPreset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USubmixEffectFlexiverbPreset : public [USoundEffectSubmixPreset](API\Runtime\Engine\Sound\USoundEffectSubmixPreset)

Settings

type: FSubmixEffectFl...


code: virtual [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * CreateNewPreset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) const


code: virtual [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase) * CreateNewEffect() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetActionName() const


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


code: virtual bool HasAssetActions() const


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


description: Preset

code: virtual void OnInit()


description: Sets the source key input as the provided AudioBus' output. If no object is provided, key is set to effect's input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetAudioBus ( [UAudioBus](API\Runtime\Engine\Sound\UAudioBus) * AudioBus )


description: Sets the source key input as the provided Submix's output. If no object is provided, key is set to effect's input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetExternalSubmix ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * Submix )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects") void SetSettings ( const [FSubmixEffectMultibandCompressorSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectMultibandCompressor-) & InSettings )


code: void UpdateSettings ( const [FSubmixEffectMultibandCompressorSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectMultibandCompressor-) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSubmixEffectMultibandCompressorSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectMultibandCompressor-) &)> InCommand )


className: USubmixEffectMultibandCompressorPreset

type: FSubmixEffectMu...


description: Set all tap delay settings. This will replace any dynamically added or modified taps.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Delay") void SetSettings ( const [FSubmixEffectStereoDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectStereoDelaySettings) & InSettings )


code: void UpdateSettings ( const [FSubmixEffectStereoDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectStereoDelaySettings) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSubmixEffectStereoDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectStereoDelaySettings) &)> InCommand )


className: USubmixEffectStereoDelayPreset

type: FSubmixEffectSt...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|Delay") void SetSettings ( const [FSubmixEffectStereoToQuadSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectStereoToQuadSetting-) & InSettings )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSubmixEffectStereoToQuadSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectStereoToQuadSetting-) &)> InCommand )


code: void UpdateSettings ( const [FSubmixEffectStereoToQuadSettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectStereoToQuadSetting-) & InSettings )


className: USubmixEffectStereoToQuadPreset

description: Submix effect which sends stereo audio to quad (left surround and right surround) if the channel count is greater than 2.


description: Adds a dynamic tap delay with the given settings. Returns the tap id.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|TapDelay") void AddTap ( int32 & TapId )


code: virtual [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase) * CreateNewEffect() const


code: virtual [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * CreateNewPreset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetActionName() const


description: Get the maximum delay possible.


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


description: Get the current info about a specific tap.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|TapDelay") void GetTap ( int32 TapId, [FTapDelayInfo](API\Plugins\Synthesis\SubmixEffects\FTapDelayInfo) & TapInfo )


description: Retrieve an array of all tap ids for the submix effect.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|TapDelay") void GetTapIds ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TapIds )


code: virtual bool HasAssetActions() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|TapDelay") void SetInterpolationTime ( float Time )


description: Set all tap delay setting. This will replace any dynamically added or modified taps.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|TapDelay") void SetSettings ( const [FSubmixEffectTapDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectTapDelaySettings) & InSettings )


code: void UpdateSettings ( const [FSubmixEffectTapDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectTapDelaySettings) & InSettings )


description: Modify a specific tap.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|TapDelay") void SetTap ( int32 TapId, const [FTapDelayInfo](API\Plugins\Synthesis\SubmixEffects\FTapDelayInfo) & TapInfo )


code: void UpdateSettings ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FSubmixEffectTapDelaySettings](API\Plugins\Synthesis\SubmixEffects\FSubmixEffectTapDelaySettings) &)> InCommand )


description: Remove the tap from the preset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|TapDelay") void RemoveTap ( int32 TapId )


className: USubmixEffectTapDelayPreset

description: ======================================================================== UTapDelaySubmixPreset Class which processes audio streams and uses parameters defined in the preset class.

DynamicSettings

type: FSubmixEffectTa...


className: AssetChangeInfo

description: Struct passed from Mono WaveTable Asset to USynthObject

code: struct AssetChangeInfo

bNeedsFullRebuild

type: uint8:  1


code: void FlagCurveAsAltered ( const int32 CurveIndex )


className: EGranularSynthEnvelopeType

code: enum EGranularSynthEnvelopeType { Rectangular, Triangle, DownwardTriangle, UpwardTriangle, ExponentialDecay, ExponentialIncrease, Gaussian, Hanning, Lanczos, Cosine, CosineSquared, Welch, Blackman, BlackmanHarris, Count, }


className: CurveInterpolationType

code: enum CurveInterpolationType { AUTOINTERP, LINEAR, CONSTANT, }


className: EGranularSynthSeekType

code: enum EGranularSynthSeekType { FromBeginning, FromCurrentPosition, Count, }


className: ESamplePlayerSeekType

code: enum ESamplePlayerSeekType { FromBeginning, FromCurrentPosition, FromEnd, Count, }


PatchCables

description: Patch cables to patch destinations from the patch source.

PatchSource

description: A modular synth patch source (e.g. LFO1/LFO2/Modulation Envelope)


className: FModularSynthPreset

AttackTime

type: float

description: The amplitude envelope attack time (in ms) [0.0, 10000].

bChorusEnabled

type: uint32:  1

description: Whether or not the chorus effect is enabled.

bEnableOscillatorSync

description: Whether or not oscillator sync is enabled. Oscillator sync forces oscillator 2's phase to align with oscillator 1's phase.

bEnablePolyphony

description: Whether or not to allow multiple synth voices.

bEnableUnison

description: Enables forcing the oscillators to have no stereo spread.

bInvertModulationEnvelope

description: Whether or not to invert the modulation envelope.

bInvertModulationEnvelopeBias

description: Whether or not to invert the modulation envelope bias output.

bLegato

description: Whether or not to use legato mode.

bRetrigger

description: Whether or not to use retrigger mode.

bStereoDelayEnabled

description: Whether or not stereo delay is enabled on the synth.

ChorusDepth

description: The depth of the chorus effect [0.0, 1.0].

ChorusFeedback

description: The amount of feedback in the chorus effect [0.0, 1.0].

ChorusFrequency

description: The chorus LFO frequency [0.0, 20.0].

DecayTime

description: The amplitude envelope decay time (in ms)[0.0, 10000].

FilterAlgorithm

type: ESynthFilterAlg...

description: The output filter circuit/algorithm type (one-pole ladder, ladder, state-variable)

FilterFrequency

description: The output filter cutoff frequency (hz) [0.0, 20000.0].

FilterQ

description: The output filter resonance (Q) [0.5, 10].

FilterType

type: ESynthFilterTyp...

description: The output filter type (lowpass, highpass, bandpass, bandstop)

GainDb

description: The overall gain to use for the synthesizer in dB [-90.0, 20.0].

description: The frequency to use for LFO 1 (in hz) [0.0, 50.0].

description: The linear gain to use for LFO 1 [0.0, 1.0].

type: ESynthLFOMode

description: The mode to use for LFO 1.

type: ESynthLFOPatchT...

description: The built-in patch type to use for LFO 1 (you can route this to any patchable parameter using the Patches parameter)

type: ESynthLFOType

description: The type of LFO to use for LFO 1.

description: The frequency to use for LFO 2 (in hz) [0.0, 50.0].

description: The linear gain to use for LFO 2 [0.0, 1.0].

description: The mode to use for LFO 2.

description: The built-in patch type to use for LFO 2 (you can route this to any patchable parameter using the Patches parameter)

description: The type of LFO to use for LFO 2.

ModEnvBiasPatchType

type: ESynthModEnvBia...

description: The built-in patch type for the envelope modulator bias output. Bias is when the envelope output is offset by the sustain gain.

ModEnvPatchType

type: ESynthModEnvPat...

description: The built-in patch type for the envelope modulator.

ModulationEnvelopeAttackTime

description: The modulation envelope attack time (in ms) [0.0, 10000].

ModulationEnvelopeDecayTime

description: The modulation envelope decay time (in ms) [0.0, 10000].

ModulationEnvelopeDepth

description: The "depth" (i.e. how much) modulation envelope to use. This scales the modulation envelope output. [0.0, 1.0].

ModulationEnvelopeReleaseTime

description: The modulation envelope release time (in ms) [0.0, 10000].

ModulationEnvelopeSustainGain

description: The modulation envelope sustain gain (linear gain) [0.0, 1.0].

description: The cents (hundreds of a semitone) of oscillator 1. [-100.0, 100.0].

description: The linear gain of oscillator 1 [0.0, 1.0].

description: The octave of oscillator 1. [-8.0, 8.0].

description: The pulsewidth of oscillator 1 (when using a square wave type oscillator). [0.0, 1.0].

description: The semi-tones of oscillator 1. [-12.0, 12.0].

description: What type of oscillator to use for oscillator 1.

description: The cents (hundreds of a semitone) of oscillator 2. [-100.0, 100.0].

description: The linear gain of oscillator 2 [0.0, 1.0].

description: The octave of oscillator 2. [-8.0, 8.0].

description: The pulsewidth of oscillator 2 (when using a square wave type oscillator). [0.0, 1.0].

description: The semi-tones of oscillator 2. [-12.0, 12.0].

description: What type of oscillator to use for oscillator 2.

Pan

description: The stereo pan to use. 0.0 is center. -1.0 is left, 1.0 is right.

Patches

type: TArray<FEpicSy...

description: The modular synth patch cords to use for the synth. Allows routing the LFO1/LFO2 and Modulation Envelope to any patchable destination.

Portamento

description: The amount of portamento to use, which is the amount of pitch sliding from current note to next [0.0, 1.0].

ReleaseTime

description: The amplitude envelope release time (in ms) [0.0, 10000].

Spread

description: The amount of stereo spread to use between oscillator 1 and oscillator 2 [0.0, 1.0].

StereoDelayFeedback

description: The amount of feedback in the stereo delay line [0.0, 1.0].

StereoDelayMode

type: ESynthStereoDel...

description: The stereo delay mode of the synth.

StereoDelayRatio

description: The ratio between left and right stereo delay lines (wider value is more separation) [0.0, 1.0].

StereoDelayTime

description: The stereo delay time (in ms) [0.0, 2000.0].

StereoDelayWetlevel

description: The output wet level to use for the stereo delay time [0.0, 1.0].

SustainGain

description: The amplitude envelope sustain amount (linear gain) [0.0, 1.0].


className: FNumTablesChanged

code: class FNumTablesChanged


className: FModularSynthPresetBankEntry

Preset

type: FModularSynthPr...

PresetName

type: FString


className: FOnSampleLoaded

description: Called when a sample has finished loading into the sample player.

code: class FOnSampleLoaded


className: FOnTableAltered

code: class FOnTableAltered


className: FOnSamplePlaybackProgress

description: Called while a sample player is playing back. Indicates the playhead progress in percent and as absolute time value (within the file).

code: class FOnSamplePlaybackProgress


description: Called when a new buffer is required.

code: virtual int32 OnGenerateAudio ( float * OutAudio, int32 NumSamples )


code: void SetFrequency ( float InFrequency )


code: void SetDistance ( float InDistance )


code: FToneGenerator ( int32 InSampleRate, int32 InNumChannels, int32 InFrequency, float InVolume, const [Audio::FAudioBufferDistanceAttenuationSettings](API\Runtime\SignalProcessing\DSP\FAudioBufferDistanceAttenuationS-) & InAttenuationSettings )


code: void SetVolume ( float InVolume )


className: FToneGenerator

code: class FToneGenerator : public [ISoundGenerator](API\Runtime\Engine\Sound\ISoundGenerator)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") float GetCurrentPlayheadTime() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") bool IsLoaded() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void NoteOff ( const float Note, const bool bKill )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") float GetSampleDuration() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetAttackTime ( const float AttackTimeMsec )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void NoteOn ( const float Note, const int32 Velocity, const float Duration )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetGrainDuration ( const float BaseDurationMsec, const FVector2D DurationRange )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetDecayTime ( const float DecayTimeMsec )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetGrainEnvelopeType ( const [EGranularSynthEnvelopeType](API\Plugins\Synthesis\SynthComponents\EGranularSynthEnvelopeType) EnvelopeType )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetGrainPan ( const float BasePan, const FVector2D PanRange )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetGrainProbability ( const float InGrainProbability )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetGrainPitch ( const float BasePitch, const FVector2D PitchRange )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetGrainsPerSecond ( const float InGrainsPerSecond )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetGrainVolume ( const float BaseVolume, const FVector2D VolumeRange )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPlayheadTime ( const float InPositionSec, const float LerpTimeSec, [EGranularSynthSeekType](API\Plugins\Synthesis\SynthComponents\EGranularSynthSeekType) SeekType )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetReleaseTimeMsec ( const float ReleaseTimeMsec )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPlaybackSpeed ( const float InPlayheadRate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetScrubMode ( const bool bScrubMode )


description: This will override the current sound wave if one is set, stop audio, and reload the new sound wave.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetSoundWave ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InSoundWave )


className: UGranularSynth

description: No destructors are accessible with public or protected access.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Synth, Meta=(BlueprintSpawnableComponent)) class UGranularSynth : public [USynthComponent](API\Runtime\AudioMixer\Components\USynthComponent)

bIsLoaded

type: bool

GranulatedSoundWave

type: TObjectPtr<USo...


description: Creates a new modular synth patch between a modulation source and a set of modulation destinations.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") [FPatchId](API\Plugins\Synthesis\FPatchId) CreatePatch ( const [ESynth1PatchSource](API\Plugins\Synthesis\ESynth1PatchSource) PatchSource, const [TArray](API\Runtime\Core\Containers\TArray)< [FSynth1PatchCable](API\Plugins\Synthesis\FSynth1PatchCable) > & PatchCables, const bool bEnableByDefault )


description: Play a new note. Optionally pass in a duration to automatically turn off the note.


description: Stop the note (will only do anything if a voice is playing with that note)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void NoteOff ( const float Note, const bool bAllNotesOff, const bool bKillAllNotes )


description: Sets the chorus depth.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetChorusDepth ( float Depth )


description: Sets the envelope attack time in msec.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetAttackTime ( float AttackTimeMsec )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetSustainGain ( const float SustainGain )


description: Sets the chorus feedback.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetChorusFeedback ( float Feedback )


description: Sets the chorus frequency.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetChorusFrequency ( float Frequency )


description: Sets whether or not chorus is enabled.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetChorusEnabled ( bool EnableChorus )


description: Sets the envelope decay time in msec.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetDecayTime ( float DecayTimeMsec )


description: Sets whether or not to use legato for the synthesizer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetEnableLegato ( bool LegatoEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") bool SetEnablePatch ( const [FPatchId](API\Plugins\Synthesis\FPatchId) PatchId, const bool bIsEnabled )


description: Sets whether or not to use polyphony for the synthesizer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetEnablePolyphony ( bool bEnablePolyphony )


description: Sets whether or not to retrigger envelope per note on.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetEnableRetrigger ( bool RetriggerEnabled )


description: Sets whether or not the synth is in unison mode (i.e. no spread)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetEnableUnison ( bool EnableUnison )


description: Sets the filter algorithm.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterAlgorithm ( [ESynthFilterAlgorithm](API\Plugins\Synthesis\ESynthFilterAlgorithm) FilterAlgorithm )


description: Sets the filter cutoff frequency in hz.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterFrequencyMod ( float FilterFrequencyHz )


description: Sets the filter cutoff frequency in hz.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterFrequency ( float FilterFrequencyHz )


description: Sets the filter Q (resonance)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterQ ( float FilterQ )


description: Sets a modulated filter Q (resonance)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterQMod ( float FilterQ )


description: Sets the synth gain in decibels.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio", Meta=(DisplayName="Set Gain (dB)")) void SetGainDb ( float GainDb )


description: Sets the filter type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterType ( [ESynthFilterType](API\Plugins\Synthesis\ESynthFilterType) FilterType )


description: Sets the LFO frequency in hz

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetLFOFrequency ( int32 LFOIndex, float FrequencyHz )


description: Sets the LFO frequency modulation in hz

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetLFOFrequencyMod ( int32 LFOIndex, float FrequencyModHz )


description: Sets the LFO gain mod factor (external modulation)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetLFOGainMod ( int32 LFOIndex, float GainMod )


description: Sets the LFO gain factor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetLFOGain ( int32 LFOIndex, float Gain )


description: Sets the LFO type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetLFOMode ( int32 LFOIndex, [ESynthLFOMode](API\Plugins\Synthesis\ESynthLFOMode) LFOMode )


description: Sets the LFO patch type. LFO patch determines what parameter is modulated by the LFO.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetLFOPatch ( int32 LFOIndex, [ESynthLFOPatchType](API\Plugins\Synthesis\ESynthLFOPatchType) LFOPatchType )


description: Sets the LFO type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetLFOType ( int32 LFOIndex, [ESynthLFOType](API\Plugins\Synthesis\ESynthLFOType) LFOType )


description: Sets the envelope modulator attack time in msec.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetModEnvAttackTime ( const float AttackTimeMsec )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetModEnvDecayTime ( const float DecayTimeMsec )


description: Sets whether or not to modulate a param based on the envelope. Uses bias envelope output (offset from sustain gain).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetModEnvBiasPatch ( const [ESynthModEnvBiasPatch](API\Plugins\Synthesis\ESynthModEnvBiasPatch) InPatchType )


description: Sets the envelope modulator depth (amount to apply the output modulation)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetModEnvDepth ( const float Depth )


description: Sets whether or not to invert the bias output of the envelope modulator.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetModEnvBiasInvert ( const bool bInvert )


description: Sets the envelope modulator release.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetModEnvReleaseTime ( const float Release )


description: Sets whether or not to invert the envelope modulator.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetModEnvInvert ( const bool bInvert )


description: Sets the envelope modulator sustain gain.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetModEnvSustainGain ( const float SustainGain )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetModEnvPatch ( const [ESynthModEnvPatch](API\Plugins\Synthesis\ESynthModEnvPatch) InPatchType )


description: Set the oscillator frequency modulation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetOscFrequencyMod ( int32 OscIndex, float OscFreqMod )


description: Sets the oscillator cents.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetOscCents ( int32 OscIndex, float Cents )


description: Set the oscillator gain modulation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetOscGainMod ( int32 OscIndex, float OscGainMod )


description: Set the oscillator gain.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetOscGain ( int32 OscIndex, float OscGain )


description: Sets the square wave pulsewidth [0.0, 1.0].

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetOscPulsewidth ( int32 OscIndex, float Pulsewidth )


description: Sets the oscillator octaves

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetOscOctave ( int32 OscIndex, float Octave )


description: Sets the oscillator semitones.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetOscSemitones ( int32 OscIndex, float Semitones )


description: Set the oscillator type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetOscType ( int32 OscIndex, [ESynth1OscType](API\Plugins\Synthesis\ESynth1OscType) OscType )


description: Set whether or not to follow the phase of osc2 to osc1.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetOscSync ( const bool bIsSynced )


description: Sets the pan of the synth [-1.0, 1.0].

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPan ( float Pan )


description: Sets the synth pitch bend amount.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPitchBend ( float PitchBend )


description: Sets the synth portamento [0.0, 1.0].

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPortamento ( float Portamento )


description: Sets the envelope release time in msec.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetReleaseTime ( float ReleaseTimeMsec )


description: Sets whether not stereo delay is enabled.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetStereoDelayIsEnabled ( bool StereoDelayEnabled )


description: Sets the amount of stereo delay feedback [0.0, 1.0].

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetStereoDelayFeedback ( float DelayFeedback )


description: Sets the amount of stereo delay ratio between left and right delay lines [0.0, 1.0].

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetStereoDelayRatio ( float DelayRatio )


description: Sets the amount of spread of the oscillators. [0.0, 1.0].

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetSpread ( float Spread )


description: Sets the amount of stereo delay time in msec.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetStereoDelayTime ( float DelayTimeMsec )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetStereoDelayMode ( [ESynthStereoDelayMode](API\Plugins\Synthesis\ESynthStereoDelayMode) StereoDelayMode )


description: Sets the amount of stereo delay wetlevel [0.0, 1.0].

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetStereoDelayWetlevel ( float DelayWetlevel )


description: Sets the envelope sustain gain value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetSustainGain ( float SustainGain )


description: Sets the preset struct for the synth.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetSynthPreset ( const [FModularSynthPreset](API\Plugins\Synthesis\SynthComponents\FModularSynthPreset) & SynthPreset )


className: UModularSynthComponent

description: No constructors are accessible with public or protected access.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Synth, Meta=(BlueprintSpawnableComponent)) class UModularSynthComponent : public [USynthComponent](API\Runtime\AudioMixer\Components\USynthComponent)

VoiceCount

description: The voice count to use for the synthesizer. Cannot be changed.


className: UModularSynthLibrary

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UModularSynthLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Since wavetable synthesis sounds good when there are subtle changes between curves, this helps work flow when adding a new curve by making it a duplicate of a the curve before it

code: void DuplicateCurveToEnd()


description: Saves data from the asset to see what changed when

code: void CacheAssetData()


className: UModularSynthPresetBank

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Synth, Meta=(BlueprintSpawnableComponent)) class UModularSynthPresetBank : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Presets

type: TArray<FModula...


description: Compares Underlying rich curves to see if theIndex(th)curve was changed in the editor.

code: bool IsCachedTableEntryStillValid ( [Audio::DefaultWaveTableIndexType](API\Plugins\Synthesis\DefaultWaveTableIndexType) Index )


description: Override on Post property change thing here (loop and call lambdas)

code: virtual void PostEditChangeChainProperty ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & )


description: Function to register lambdas to call when a property is changed

code: void RegisterWTComponentCallback ( uint32 ID, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [AssetChangeInfo](API\Plugins\Synthesis\SynthComponents\AssetChangeInfo) &ChangeInfo)> Callback )


code: void SampleAllToGrid ( uint32 InGridsize )


code: void SampleToGrid ( uint32 InGridSize, uint32 InTableIndex )


description: Function to UNregister same lambdas

code: void UnRegisterWTSynthComponentCallback ( const uint32 ID )


description: Ctor

code: UMonoWaveTableSynthPreset()


className: UMonoWaveTableSynthPreset

description: UStructMono Wave Table Synth Preset.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Synth, Meta=(BlueprintSpawnableComponent)) class UMonoWaveTableSynthPreset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bCachedNormalizationSetting

type: uint8:  1

bLockKeyframesToGridBool

description: Lock wavetables to evenly spaced keyframes that can be edited vertically only (will re-sample)

bNormalizeWaveTables

description: Normalize the WaveTable data? False will allow clipping, True will normalize the tables when sent to the synth for rendering.

bWasLockedToGrid

type: int8:  1

description: Cached asset data (before last edit)

CachedWaveTable

type: TArray<FRuntim...

CurveBiDirTangents

type: TArray< float >

DefaultCurve

type: FRuntimeFloatCu...

description: Default curve to use for work flow QOL (Never expose empty/silent curve)

LockKeyframesToGrid

description: How many evenly-spaced keyframes to use when LockKeyframesToGrid is true.

PresetName

description: Name the preset.

PropertyChangedCallbacks

type: TMap< uint32,T...

description: Map of registered TFunctions.

WaveTable

description: Wave Table Editor.

WaveTableResolution

description: How many samples will be taken of the curve from time = [0.0, 1.0].


description: bool RemoveTableFromEnd();Get the curve interpolation type (What the curve is doing between keyframes)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") float GetCurveTangent ( int32 TableIndex )


description: Get an array of floats that represent the key frames in the requested curve.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") [TArray](API\Runtime\Core\Containers\TArray)< float > GetKeyFrameValuesForTable ( float TableIndex ) const


description: Get the number of curves in the wave table. (returns -1 if there is no asset)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") int32 GetMaxTableIndex() const


description: Get the number of table elements from Blueprint.


description: Initializes the underlying synthesizer. Called when underlying wave table containers in the Synth FObject need resizing.

code: void InitSynth()


description: Starts a new note (retrigs modulators, etc.)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void NoteOff ( const float InMidiNote )


description: Override on Post property change thing here (see if we got a new preset)

code: virtual void PostEditChangeChainProperty ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & Eevnt )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void NoteOn ( const float InMidiNote, const float InVelocity )


description: Callback for the UAsset this synth component is subscribed to Compares cached data to current UAsset data and makes updates

code: void ReactToAssetChange ( const [AssetChangeInfo](API\Plugins\Synthesis\SynthComponents\AssetChangeInfo) & ChangeInfo )


description: Refresh all wavetables (from Game Thread data)


description: Refresh a particular wavetable (from Game Thread data)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void RefreshWaveTable ( int32 Index )


description: Helper function that resets a curve to a default saw-tooth (so a curve is always immediately audible without user effort)

code: void ResetCurve ( int32 Index )


description: Set Amp envelope attack time (msec)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetAmpEnvelopeAttackTime ( const float InAttackTimeMsec )


description: Set whether or not the Amp envelope's bias is inverted.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetAmpEnvelopeBiasInvert ( const bool bInBiasInvert )


description: Set the bias depth of the the Amp envelope.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetAmpEnvelopeBiasDepth ( const float InDepth )


description: Set Amp envelope decay time (msec)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetAmpEnvelopeDecayTime ( const float InDecayTimeMsec )


description: Set the overall depth of the Amp envelope.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetAmpEnvelopeDepth ( const float InDepth )


description: Set whether or not the Amp envelope is inverted.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetAmpEnvelopeInvert ( const bool bInInvert )


description: Set Amp envelope sustain gain [0.0, 1.0].

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetAmpEnvelopeSustainGain ( const float InSustainGain )


description: Set Amp envelope release time (msec)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetAmpEnvelopeReleaseTime ( const float InReleaseTimeMsec )


description: Set the curve interpolation type (What the curve is doing between keyframes) This should only be used for live-editing features! (changing the curves at runtime is expensive)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") bool SetCurveInterpolationType ( [CurveInterpolationType](API\Plugins\Synthesis\SynthComponents\CurveInterpolationType) InterpolationType, int32 TableIndex )


description: Set the curve tangent ("Curve depth" between keyframes) This should only be used for live-editing features! (changing the curves at runtime is expensive)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") bool SetCurveTangent ( int32 TableIndex, float InNewTangent )


description: Set a Keyframe value given a Table number and Keyframe number. Returns false if the request was invalid. NewValue will be clamped from +/- 1.0

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") bool SetCurveValue ( int32 TableIndex, int32 KeyframeIndex, const float NewValue )


description: Set Low-Pass Filter envelope attack time (msec)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterEnvelopeAttackTime ( const float InAttackTimeMsec )


description: Set Low-Pass Filter envelope decay time (msec)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterEnvelopenDecayTime ( const float InDecayTimeMsec )


description: Set Low-Pass Filter envelope sustain gain.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterEnvelopeSustainGain ( const float InSustainGain )


description: Set Low-Pass Filter envelope release time (msec)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterEnvelopeReleaseTime ( const float InReleaseTimeMsec )


description: Set Low-Pass Filter envelope inversion.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterEnvelopeInvert ( const bool bInInvert )


description: Set Low-Pass Filter envelope bias depth.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterEnvelopeBiasDepth ( const float InDepth )


description: Set Low-Pass Filter envelope depth.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterEnvelopeDepth ( const float InDepth )


description: Set Low-Pass Filter envelope bias inversion.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFilterEnvelopeBiasInvert ( const bool bInBiasInvert )


description: Sets the oscillator's frequency.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFrequency ( const float FrequencyHz )


description: Set a frequency offset in cents (for pitch modulation such as the Pitch Bend Wheel)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFrequencyPitchBend ( const float FrequencyOffsetCents )


description: Set the oscillator's frequency via midi note number.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetFrequencyWithMidiNote ( const float InMidiNote )


description: Sets lowpass filter frequency of the audio component.

code: virtual void SetLowPassFilterFrequency ( float InLowPassFilterFrequency )


description: Set the Cut-off frequency of the low-pass filter.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio", Meta=(ClampMin="0.0", ClampMax="10.0")) void SetLowPassFilterResonance ( float InNewQ )


description: Set Position envelope attack time (msec)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPositionEnvelopeAttackTime ( const float InAttackTimeMsec )


description: Set Position envelope decay time (msec)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPositionEnvelopeDecayTime ( const float InDecayTimeMsec )


description: Set Position envelope sustain gain.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPositionEnvelopeSustainGain ( const float InSustainGain )


description: Set Position envelope release time (msec)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPositionEnvelopeReleaseTime ( const float InReleaseTimeMsec )


description: Set Position envelope envelope inversion.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPositionEnvelopeInvert ( const bool bInInvert )


description: Set Position envelope bias inversion.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPositionEnvelopeBiasInvert ( const bool bInBiasInvert )


description: Set Position envelope envelope depth.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPositionEnvelopeDepth ( const float InDepth )


description: Set Position envelope bias depth.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPositionEnvelopeBiasDepth ( const float InDepth )


description: Set the Modulation depth of the Lfo controlling the Table Position around the current position value 0.0 = no modulation, 1.0 = current position +/- 0.5 (Lfo + Position result will clamp [0.0, 1.0])

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPosLfoDepth ( const float InLfoDepth )


description: Set the shape of the Lfo controlling the position.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPosLfoType ( const [ESynthLFOType](API\Plugins\Synthesis\ESynthLFOType) InLfoType )


description: Set frequency of LFO controlling Table Position (in Hz)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetPosLfoFrequency ( const float InLfoFrequency )


description: Switch to another preset (STOPS SYNTH FROM PLAYING)

code: void SetSynthPreset ( [UMonoWaveTableSynthPreset](API\Plugins\Synthesis\SynthComponents\UMonoWaveTableSynthPreset) * SynthPreset )


description: Sets the wavetable position. Expects a percentage between 0.0 and 1.0.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio", Meta=(ClampMin="0.0", ClampMax="1.0")) void SetWaveTablePosition ( float InPosition )


description: Inform the synth if the sustain pedal is pressed or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Synth|Components|Audio") void SetSustainPedalState ( bool InSustainPedalState )


description: Implemented by the synth component to create a generator object instead of generating audio directly on the synth component. This method prevents UObjects from having to exist in the audio render thread.

code: virtual ISoundGeneratorPtr CreateSoundGenerator ( const [FSoundGeneratorInitParams](API\Runtime\Engine\Sound\FSoundGeneratorInitParams) & InParams )