className: UReverbEffect

code: class UReverbEffect : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AirAbsorptionGainHF

description: Air Absorption - 0.0 < 0.994 < 1.0 - lower value means more absorption

bBypassEarlyReflections

type: bool

description: Bypasses early reflections

bBypassLateReflections

description: Bypasses late reflections.

bChanged

type: uint32:  1

description: Transient property used to trigger real-time updates of the reverb for real-time editor previewing

DecayHFRatio

description: Decay High Frequency Ratio - 0.1 < 0.83 < 2.0 - how much the quicker or slower the high frequencies decay relative to the lower frequencies.

DecayTime

description: Decay Time - 0.1 < 1.49 < 20.0 Seconds - larger is more reverb

Density

description: Density - 0.0 < 1.0 < 1.0 - Coloration of the late reverb - lower value is more grainy

Diffusion

description: Diffusion - 0.0 < 1.0 < 1.0 - Echo density in the reverberation decay - lower is more grainy

Gain

description: Reverb Gain - 0.0 < 0.32 < 1.0 - overall reverb gain - master volume control

GainHF

description: Reverb Gain High Frequency - 0.0 < 0.89 < 1.0 - attenuates the high frequency reflected sound

LateDelay

description: Late Reverb Delay - 0.0 < 0.011 < 0.1 Seconds - time difference between late reverb and first reflections

LateGain

description: Late Reverb Gain - 0.0 < 1.26 < 10.0 - gain of the late reverb

ReflectionsDelay

description: Reflections Delay - 0.0 < 0.007 < 0.3 Seconds - the time between the listener receiving the direct path sound and the first reflection

ReflectionsGain

description: Reflections Gain - 0.0 < 0.05 < 3.16 - controls the amount of initial reflections

RoomRolloffFactor

description: Room Rolloff - 0.0 < 0.0 < 10.0 - multiplies the attenuation due to distance


module: Engine

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


className: USoundAttenuation

description: Defines how a sound changes volume with distance to the listener

code: class USoundAttenuation : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Attenuation

type: FSoundAttenuati...


code: virtual void AddAssetUserData ( [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * InUserData )


description:
Called after load to determine if the object can be a cluster root
true if this object can be a cluster root

code: virtual bool CanBeClusterRoot() const


description: Creates a parameter transmitter for communicating with active sound instances.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Audio::IParameterTransmitter](API\Runtime\AudioExtensions\IParameterTransmitter) > CreateParameterTransmitter ( [Audio::FParameterTransmitterInitParams](API\Runtime\AudioExtensions\FParameterTransmitterInitParams) && InParams ) const


description:
Called during cluster construction if the object can be added to a cluster
true if this object can be inside of a cluster

code: virtual bool CanBeInCluster() const


description: Creates a sound generator instance from this sound base. Return true if this is being implemented by a subclass. Sound generators procedurally generate audio in the audio render thread.

code: virtual ISoundGeneratorPtr CreateSoundGenerator ( const [FSoundGeneratorInitParams](API\Runtime\Engine\Sound\FSoundGeneratorInitParams) & InParams, [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > && InDefaultParameters )


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


description: Gets all the default parameters for this Asset.

code: virtual bool GetAllDefaultParameters ( [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & OutParameters ) const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * > * GetAssetUserDataArray() const


description: Whether or not this sound allows submix sends on preview.

code: virtual bool EnableSubmixSendsOnPreview() const


code: virtual [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * GetAssetUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: Returns a pointer to the attenuation settings that are to be applied for this node

code: virtual const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) * GetAttenuationSettingsToApply() const


description: Returns an array ofFSoundConcurrencySettingshandles.

code: void GetConcurrencyHandles ( [TArray](API\Runtime\Core\Containers\TArray)< [FConcurrencyHandle](API\Runtime\Engine\Sound\FConcurrencyHandle) > & OutConcurrencyHandles ) const


description: Returns curves associated with this sound if it has any.Bydefault returns nullptr, but types supporting curves can return a corresponding curve table.

code: virtual [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * GetCurveData() const


description: Returns the length of the sound

code: virtual float GetDuration() const


description: Returns the farthest distance at which the sound could be heard

code: virtual float GetMaxDistance() const


code: virtual float GetPitchMultiplier()


description: Returns the priority to use when evaluating concurrency.

code: float GetPriority() const


description: Returns the SoundClass used for this sound.

code: virtual [USoundClass](API\Runtime\Engine\Sound\USoundClass) * GetSoundClass() const


description: Returns the sound source sends for this sound.

code: void GetSoundSourceBusSends ( EBusSendType BusSendType, [TArray](API\Runtime\Core\Containers\TArray)< [FSoundSourceBusSendInfo](API\Runtime\Engine\Sound\FSoundSourceBusSendInfo) > & OutSends ) const


description: Returns the SoundSubmix used for this sound.

code: virtual [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * GetSoundSubmix() const


description: Returns the sound submix sends for this sound.

code: void GetSoundSubmixSends ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoundSubmixSendInfo](API\Runtime\Engine\Sound\FSoundSubmixSendInfo) > & OutSends ) const


description: Returns whether the sound has cooked analysis data (e.g. FFT or envelope following data) and returns sound waves which have cooked data.

code: virtual bool GetSoundWavesWithCookedAnalysisData ( [TArray](API\Runtime\Core\Containers\TArray)< [USoundWave](API\Runtime\Engine\Sound\USoundWave) * > & OutSoundWaves )


description: Returns the subtitle priority

code: virtual float GetSubtitlePriority() const


code: [TOptional](API\Runtime\Core\IO\TOptional)< [FSoundTimecodeOffset](API\Runtime\Engine\Sound\FSoundTimecodeOffset) > GetTimecodeOffset() const


code: virtual float GetVolumeMultiplier()


description: Returns whether or not this sound base has an attenuation node.

code: virtual bool HasAttenuationNode() const


description: Returns whether or not this sound has a sequencer node, which means it's possible for the owning active sound to persist even though it's not generating audio.

code: bool HasConcatenatorNode() const


code: virtual bool HasCookedAmplitudeEnvelopeData() const


description: Queries if the sound has cooked FFT or envelope data.

code: virtual bool HasCookedFFTData() const


description: Whether or not the given sound is a generator and implements an interface with the given name.

code: virtual bool ImplementsParameterInterface ( [Audio::FParameterInterfacePtr](API\Runtime\Engine\Sound\FParameterInterfacePtr) InParameterInterface ) const


description: Returns whether or not this sound has a delay node, which means it's possible for the sound to not generate audio for a while.

code: bool HasDelayNode() const


description: Called from the Game Thread prior to attempting to pass parameters to the ParameterTransmitter.

code: virtual void InitParameters ( [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & ParametersToInit, [FName](API\Runtime\Core\UObject\FName) InFeatureName )


description: Called from the Game Thread prior to attempting to initialize a sound instance.

code: virtual void InitResources()


description: Only used as an edit condition for AttenuationSettings member, as base classes may choose to provide an attenuation override implementation

code: virtual bool IsAttenuationSettingsEditable() const


description: Query if it's one shot. One shot is defined as a sound which is intended to have a fixed duration.

code: virtual bool IsOneShot() const


description: Returns whether parameter is valid input for the given sound

code: virtual bool IsParameterValid ( const [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) & InParameter ) const


description: Returns whether the sound base is set up in a playable manner

code: virtual bool IsPlayable() const


description: Returns true if any of the sounds in the sound have "play when silent" enabled.

code: virtual bool IsPlayWhenSilent() const


description: Returns whether or not this sound is looping. TODO: Deprecate this to only use IsOneshot() in a MetaSound world.

code: virtual bool IsLooping() const


description: Parses the Sound to generate the WaveInstances to play.

code: virtual void Parse ( class [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


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()


code: virtual void RemoveUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetTimecodeOffset ( const [FSoundTimecodeOffset](API\Runtime\Engine\Sound\FSoundTimecodeOffset) & InTimecodeOffset )


description: Returns whether or not any part of this sound wants interior volumes applied to it


description: Returns whether sound supports subtitles.

code: virtual bool SupportsSubtitles() const


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


className: USoundBase

description: The base class for a playable sound object

code: class USoundBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData)

AssetUserData

type: TArray<TObject...

description: Array of user data stored with the asset

AttenuationSettings

type: TObjectPtr<USo...

description: Attenuation settings package for the sound

bBypassVolumeScaleForPriority

type: uint8:  1

description: Bypass volume weighting priority upon evaluating whether sound should remain active when max channel count is met (See platform Audio Settings).

bDebug

description: When "au.3dVisualize.Attenuation" has been specified, draw this sound's attenuation shape when the sound is audible.

bEnableBaseSubmix

description: If enabled, sound will route to the Master Submix by default or to the Base Submix if defined.

bEnableBusSends

description: Whether or not to enable sending this audio's output to buses.

bEnableSubmixSends

description: Whether or not to enable Submix Sends other than the Base Submix.

bHasConcatenatorNode

description: Whether or not this sound has a concatenator node.

bHasDelayNode

description: Whether or not this sound has a delay node

bOverrideConcurrency

description: Whether or not to override the sound concurrency object with local concurrency settings.

BusSends

type: TArray<FSoundS...

description: This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed.

ConcurrencyOverrides

type: FSoundConcurren...

description: If Override Concurrency is true, concurrency settings to use.

ConcurrencySet

type: TSet<TObjectPt...

description: Set of concurrency settings to observe (if override is set to false).

CurrentPlayCount

description: Map of device handle to number of times this sound is currently being played using that device(counted if sound is virtualized).

Duration

type: float

description: Duration of sound in seconds.

MaxDistance

description: The max distance of the asset, as determined by attenuation settings.

PreEffectBusSends

description: This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed.

Priority

description: Used to determine whether sound can play or remain active if channel limit is met, where higher value is higher priority (see platform's Audio Settings 'Max Channels' property).

SoundClassObject

description: Sound class this sound belongs to

SoundSubmixObject

description: Submix to route sound output to.

SoundSubmixSends

description: Array of submix sends to which a prescribed amount (see 'Send Level') of this sound is sent.

SourceEffectChain

description: The source effect chain to use for this sound.

TotalSamples

description: Total number of samples (in the thousands).

VirtualizationMode

type: EVirtualization...

description: Virtualization behavior, determining if a sound may revive and how it continues playing when culled or evicted (limited to looping sounds).


description: Add Referenced objects

code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


description: Gets the sound cue graph editor implementation.


description: Get the parameters for the sound mix.

code: void Interpolate ( float InterpValue, [FSoundClassProperties](API\Runtime\Engine\Sound\FSoundClassProperties) & Current, const [FSoundClassProperties](API\Runtime\Engine\Sound\FSoundClassProperties) & Start, const [FSoundClassProperties](API\Runtime\Engine\Sound\FSoundClassProperties) & End )


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

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


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:
Sound Class Editor functionality.
true if the child sound class exists in the tree

code: bool RecurseCheckChild ( [USoundClass](API\Runtime\Engine\Sound\USoundClass) * ChildSoundClass )


description: Refresh all EdGraph representations of SoundClasses

code: void RefreshAllGraphs ( bool bIgnoreThis )


description: Set the parent class of this SoundClass, removing it as a child from its previous owner

code: void SetParentClass ( [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InParentClass )


description: Sets the sound cue graph editor implementation.

code: static void SetSoundClassAudioEditor ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISoundClassAudioEditor](API\Runtime\Engine\Sound\ISoundClassAudioEditor) > InSoundClassAudioEditor )


className: SoundClassAudioEditor

description: Ptr to interface to sound class editor operations.

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISoundClassAudioEditor](API\Runtime\Engine\Sound\ISoundClassAudioEditor) > SoundClassAudioEditor = nullptr;


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


className: USoundClass

code: class USoundClass : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

PassiveSoundMixModifiers

type: TArray<FPassiv...

description: SoundMix Modifiers to activate automatically when a sound of this class is playing.

Properties

type: FSoundClassProp...

description: Configurable properties like volume and priority.

SoundClassGraph

type: TObjectPtr< cla...

description: EdGraph based representation of the SoundClass


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


className: USoundConcurrency

code: class USoundConcurrency : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Call to cache any values which need to be computed from the sound cue graph. e.g. MaxDistance, Duration, etc.

code: void CacheAggregateValues()


className: CachedQualityLevel

code: static int32 CachedQualityLevel = -1;


description: This is used to cache the quality level if it has not been cached yet.

code: static void CacheQualityLevel()


description: Call this when stream caching is enabled to update sound waves of loading behavior they are inheriting via SoundCue

code: void CacheLoadingBehavior ( ESoundWaveLoadingBehavior InBehavior )


description:
Called during cluster construction if the object can be added to a cluster
true if this object can be inside of a cluster

code: virtual bool CanBeInCluster() const


description:
Called after load to determine if the object can be a cluster root
true if this object can be a cluster root

code: virtual bool CanBeClusterRoot() const


description: Clears all nodes from the graph (for old editor's buffer soundcue)

code: void ClearGraph()


description: Construct and initialize a node within this Cue

code: template<class T> T * ConstructSoundNode ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) > SoundNodeClass, bool bSelectNewNode )


description: Create the basic sound graph

code: void CreateGraph()


description: Find the path through the sound cue to a node identified by its hash

code: bool FindPathToNode ( const UPTRINT NodeHashToFind, [TArray](API\Runtime\Core\Containers\TArray)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & OutPath ) const


description: Creates a parameter transmitter for communicating with active sound instances.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Audio::IParameterTransmitter](API\Runtime\AudioExtensions\IParameterTransmitter) > CreateParameterTransmitter ( [Audio::FParameterTransmitterInitParams](API\Runtime\AudioExtensions\FParameterTransmitterInitParams) && InParams ) const


description: Use the EdGraph representation to compile the SoundCue

code: void CompileSoundNodesFromGraphNodes()


description: Returns a pointer to the attenuation settings that are to be applied for this node

code: virtual const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) * GetAttenuationSettingsToApply() const


code: static int32 GetCachedQualityLevel()


description: Set the Quality level that the Cue was cooked at, called by the SoundQualityNodes

code: int32 GetCookedQualityIndex() const


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


description: Returns the length of the sound

code: virtual float GetDuration() const


description: Get the EdGraph of SoundNodes


description: Returns the farthest distance at which the sound could be heard

code: virtual float GetMaxDistance() const


code: virtual float GetPitchMultiplier()


description: Sum of the size of waves referenced by this cue for the given platform.

code: virtual int32 GetResourceSizeForFormat ( [FName](API\Runtime\Core\UObject\FName) Format )


description: Gets the sound cue graph editor implementation.

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISoundCueAudioEditor](API\Runtime\Engine\Sound\ISoundCueAudioEditor) > GetSoundCueAudioEditor()


description: Returns whether the sound has cooked analysis data (e.g. FFT or envelope following data) and returns sound waves which have cooked data.

code: virtual bool GetSoundWavesWithCookedAnalysisData ( [TArray](API\Runtime\Core\Containers\TArray)< [USoundWave](API\Runtime\Engine\Sound\USoundWave) * > & OutSoundWaves )


code: virtual float GetVolumeMultiplier()


description: Returns the subtitle priority

code: virtual float GetSubtitlePriority() const


code: virtual bool HasCookedAmplitudeEnvelopeData() const


description: Only used as an edit condition for AttenuationSettings member, as base classes may choose to provide an attenuation override implementation

code: virtual bool IsAttenuationSettingsEditable() const


description: Queries if the sound has cooked FFT or envelope data.

code: virtual bool HasCookedFFTData() const


description: Use the SoundCue's children to link EdGraph Nodes together

code: void LinkGraphNodesFromSoundNodes()


description: Returns whether the sound base is set up in a playable manner

code: virtual bool IsPlayable() const


description: Parses the Sound to generate the WaveInstances to play.

code: virtual void Parse ( class [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


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

code: virtual void PostEditChangeProperty ( struct [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: Call this when stream caching is enabled to prime all SoundWave assets referenced by this Sound Cue.

code: void PrimeSoundCue()


code: void RecursiveFindAttenuation ( [USoundNode](API\Runtime\Engine\Sound\USoundNode) * Node, [TArray](API\Runtime\Core\Containers\TArray)< [USoundNodeAttenuation](API\Runtime\Engine\Sound\USoundNodeAttenuation) * > & OutNodes )


description: Recursively finds all Nodes in the Tree

code: void RecursiveFindAllNodes ( [USoundNode](API\Runtime\Engine\Sound\USoundNode) * Node, [TArray](API\Runtime\Core\Containers\TArray)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & OutNodes )


description: Returns true if any of the sounds in the sound have "play when silent" enabled.

code: virtual bool IsPlayWhenSilent() const


code: void RecursiveFindAttenuation ( const [USoundNode](API\Runtime\Engine\Sound\USoundNode) * Node, [TArray](API\Runtime\Core\Containers\TArray)< const [USoundNodeAttenuation](API\Runtime\Engine\Sound\USoundNodeAttenuation) * > & OutNodes ) const


code: template<typename T> void RecursiveFindNode ( const [USoundNode](API\Runtime\Engine\Sound\USoundNode) * Node, [TArray](API\Runtime\Core\Containers\TArray)< const T * > & OutNodes ) const


description: Recursively finds sound nodes of type T

code: template<typename T> void RecursiveFindNode ( [USoundNode](API\Runtime\Engine\Sound\USoundNode) * Node, [TArray](API\Runtime\Core\Containers\TArray)< T * > & OutNodes )


code: bool RecursiveFindPathToNode ( [USoundNode](API\Runtime\Engine\Sound\USoundNode) * CurrentNode, const UPTRINT CurrentHash, const UPTRINT NodeHashToFind, [TArray](API\Runtime\Core\Containers\TArray)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & OutPath ) const


description: Resets all graph data and nodes

code: void ResetGraph()


description: Call this when stream caching is enabled to retain all soundwave assets referenced by this sound cue.

code: void RetainSoundCue()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FStructuredArchive::FRecord](API\Runtime\Core\Serialization\FStructuredArchive\FRecord) Record )


description: Sets the sound cue graph editor implementation.*

code: static void SetSoundCueAudioEditor ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISoundCueAudioEditor](API\Runtime\Engine\Sound\ISoundCueAudioEditor) > InSoundCueGraphEditor )


description: Set up EdGraph parts of a SoundNode

code: void SetupSoundNode ( [USoundNode](API\Runtime\Engine\Sound\USoundNode) * InSoundNode, bool bSelectNewNode )


description: Returns whether or not any part of this sound wants interior volumes applied to it


className: SoundCueAudioEditor

description: Ptr to interface to sound cue editor operations.

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISoundCueAudioEditor](API\Runtime\Engine\Sound\ISoundCueAudioEditor) > SoundCueAudioEditor = nullptr;


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


description: Call when the audio quality has been changed

code: static void StaticAudioQualityChanged ( int32 NewQualityLevel )


className: USoundCue

description: The behavior of audio playback is defined within Sound Cues.

code: class USoundCue : public [USoundBase](API\Runtime\Engine\Sound\USoundBase)

AttenuationOverrides

description: Attenuation settings to use if Override Attenuation is set to true

bExcludeFromRandomNodeBranchCulling

description: Ignore per-platform random node culling for memory purposes

bOverrideAttenuation

description: Indicates whether attenuation should use the Attenuation Overrides or the Attenuation Settings asset

bPrimeOnLoad

description: Makes this sound cue automatically load any sound waves it can play into the cache when it is loaded.

PitchMultiplier

description: Base pitch multiplier

SoundCueGraph

type: TObjectPtr<UEd...

SubtitlePriority

description: NOTE: UseGetSubtitlePriority()to fetch this value for external use.

VolumeMultiplier

description: Base volume multiplier


code: void AddEffectInstance ( TSoundEffectPtr & InEffectPtr )


code: void AddReferencedEffects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & InCollector )


description: Creates a sound effect instance but does not initialize it.

code: template<typename TSoundEffectType> static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< TSoundEffectType, ESPMode::ThreadSafe > CreateInstance ( [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) & InOutPreset )


description: Creates a sound effect instance and initializes it.

code: template<typename TInitData, typename TSoundEffectType> static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< TSoundEffectType, ESPMode::ThreadSafe > CreateInstance ( const TInitData & InInitData, [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) & InOutPreset )


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


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


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


description: Defers execution of command on each active effect instance on the audio render thread

code: template<typename T> void EffectCommand ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(T &)> InForEachEffect )


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


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


description: Immediately executes command for each active effect instance on the active thread

code: template<typename T> void IterateEffects ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(T &)> InForEachEffect )


code: virtual bool HasAssetActions() const


code: static void RegisterInstance ( [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) & InPreset, TSoundEffectPtr InEffectPtr )


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

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


className: TSoundEffectWeakPtr

code: typedef [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase), ESPMode::ThreadSafe > TSoundEffectWeakPtr


code: void RemoveEffectInstance ( TSoundEffectPtr & InEffectPtr )


code: static void UnregisterInstance ( TSoundEffectPtr InEffectPtr )


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


className: USoundEffectSourcePreset

description: Preset of a source effect that can be shared between chains.

code: class USoundEffectSourcePreset : public [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset)


className: USoundEffectPreset

code: class USoundEffectPreset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Instances

type: TArray<TSoundE...

description: Array of instances which are using this preset.

InstancesMutationCriticalSection

type: FCriticalSectio...


code: void AddReferencedEffects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


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


className: USoundEffectSourcePresetChain

description: Chain of source effect presets that can be shared between referencing sounds.

code: class USoundEffectSourcePresetChain : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bPlayEffectChainTails

description: Whether to keep the source alive for the duration of the effect chain tails.

Chain

type: TArray<FSource...

description: Chain of source effects to use for this sound source.


className: USoundEffectSubmixPreset

description: Preset of a submix effect that can be shared between sounds.

code: class USoundEffectSubmixPreset : public [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset)


code: const [USoundfieldEncodingSettingsBase](API\Runtime\AudioExtensions\USoundfieldEncodingSettingsBase) * GetEncodingSettings() const


code: const [USoundfieldEndpointSettingsBase](API\Runtime\AudioExtensions\USoundfieldEndpointSettingsBase) * GetEndpointSettings() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [USoundfieldEffectBase](API\Runtime\AudioExtensions\USoundfieldEffectBase) * > GetSoundfieldProcessors() const


code: virtual void PostEditChangeProperty ( struct [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: true if the child sound class exists in the tree

code: bool RecurseCheckChild ( const [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * ChildSoundSubmix ) const


description: This function goes through every child submix and the parent submix to ensure that they have a compatible format.

code: void SanitizeLinks()


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


className: USoundfieldEndpointSubmix

description: Sound Submix class meant for sending soundfield-encoded audio to an external endpoint, such as a hardware binaural renderer that supports ambisonics.

code: class USoundfieldEndpointSubmix : public [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase)

EncodingSettingsClass

type: TSubclassOf<US...

EndpointSettingsClass

type: TSubclassOf<UA...

SoundfieldEndpointType

type: FName

description: Currently used format.


code: const [USoundfieldEncodingSettingsBase](API\Runtime\AudioExtensions\USoundfieldEncodingSettingsBase) * GetSoundfieldEncodingSettings() const


description: Traverses parent submixes until we find a submix that specifies encoding settings.


code: [ISoundfieldFactory](API\Runtime\AudioExtensions\ISoundfieldFactory) * GetSoundfieldFactoryForSubmix() const


description: Traverses parent submixes until we find a submix that doesn't inherit its soundfield format.


description: This function goes through every child submix and the parent submix to ensure that they have a compatible format with this submix's format.


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


className: USoundfieldSubmix

description: Sound Submix class meant for use with soundfield formats, such as Ambisonics.

code: class USoundfieldSubmix : public [USoundSubmixWithParentBase](API\Runtime\Engine\Sound\USoundSubmixWithParentBase)

EncodingSettings

type: TObjectPtr<USo...

description: Which encoding settings to use the sound field.

SoundfieldEffectChain

type: TArray<TObject...

description: Soundfield effect chain to use for the sound field.

SoundfieldEncodingFormat

description: Currently used format.


code: const [FSoundGroup](API\Runtime\Engine\Sound\FSoundGroup) & GetSoundGroup ( const ESoundGroup SoundGroup ) const


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


className: USoundGroups

description: This class is a singleton initialized from the ini.

code: class USoundGroups : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: bool CheckForDependencyLoop ( [USoundClass](API\Runtime\Engine\Sound\USoundClass) * SoundClass, [TArray](API\Runtime\Core\Containers\TArray)< [USoundClass](API\Runtime\Engine\Sound\USoundClass) * > & ProblemClasses, bool CheckChildren ) const


code: bool CausesPassiveDependencyLoop ( [TArray](API\Runtime\Core\Containers\TArray)< [USoundClass](API\Runtime\Engine\Sound\USoundClass) * > & ProblemClasses ) const


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


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


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

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


className: USoundMix

code: class USoundMix : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bApplyEQ

type: uint32: 1

description: Whether to apply the EQ effect

bChanged

description: Transient property used to trigger real-time updates of the active EQ filter for editor previewing

Duration

description: Duration of mix, negative means it will be applied until another mix is set.

EQSettings

type: FAudioEQEffect

FadeInTime

description: Time taken in seconds for the mix to fade in.

FadeOutTime

description: Time taken in seconds for the mix to fade out.

InitialDelay

description: Initial delay in seconds before the mix is applied.

SoundClassEffects

type: TArray< struct ...

description: Array of changes to be applied to groups.


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description:
Called during cluster construction if the object can be added to a cluster
true if this object can be inside of a cluster

code: virtual bool CanBeInCluster() const


description:
Called after load to determine if the object can be a cluster root
true if this object can be a cluster root

code: virtual bool CanBeClusterRoot() const


description: Editor interface. Called by the Sound Cue Editor for nodes which allow children. The default behaviour is to attach a single connector. Dervied classes can override to eg add multiple connectors.

code: virtual void CreateStartingConnectors()


description: Returns an array of all (not just active) nodes.

code: virtual void GetAllNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & SoundNodes )


description:
Returns the maximum duration this sound node will play for.
float of number of seconds this sound will play for. INDEFINITELY_LOOPING_DURATION means its looping.

code: virtual float GetDuration()


code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetGraphNode() const


description: Get the name of a specific input pin

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetInputPinName ( int32 PinIndex ) const


description: Returns the maximum number of child nodes this node can possibly have

code: virtual int32 GetMaxChildNodes() const


description: Returns the maximum distance this sound can be heard from.

code: virtual float GetMaxDistance() const


description: Used to create a unique string to identify unique nodes

code: static UPTRINT GetNodeWaveInstanceHash ( const UPTRINT ParentWaveInstanceHash, const [USoundNode](API\Runtime\Engine\Sound\USoundNode) * ChildNode, const uint32 ChildIndex )


description: Returns the minimum number of child nodes this node must have

code: virtual int32 GetMinChildNodes() const


code: static UPTRINT GetNodeWaveInstanceHash ( const UPTRINT ParentWaveInstanceHash, const UPTRINT ChildNodeHash, const uint32 ChildIndex )


description: Returns the number of simultaneous sounds this node instance plays back.

code: virtual int32 GetNumSounds ( const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


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


description: Returns whether the sound has a sequencer node.

code: virtual bool HasConcatenatorNode() const


code: virtual void InsertChildNode ( int32 Index )


description: Returns whether the sound cue has a delay node.

code: virtual bool HasDelayNode() const


description: Returns true if the sound node is set to play when silent.

code: virtual bool IsPlayWhenSilent() const


code: static const int32 MAX_ALLOWED_CHILD_NODES = 32;


description: Notifies the sound node that a wave instance in its subtree has finished.

code: virtual bool NotifyWaveInstanceFinished ( struct [FWaveInstance](API\Runtime\Engine\FWaveInstance) * WaveInstance )


description: Called as PIE begins

code: virtual void OnBeginPIE ( const bool bIsSimulating )


description: Called as PIE ends

code: virtual void OnEndPIE ( const bool bIsSimulating )


code: virtual void ParseNodes ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const struct [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


description: When this is called and stream caching is enabled, any wave player sound nodes childed off of this node with loading behavior set to "Inherited" will have their loading behavior updated and their bLoadingBehaviorOverridden flag raised

code: virtual void OverrideLoadingBehaviorOnChildWaves ( const bool bRecurse, const ESoundWaveLoadingBehavior InLoadingBehavior )


description: Helper function to set the position of a sound node on a grid

code: void PlaceNode ( int32 NodeColumn, int32 NodeRow, int32 RowCount )


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

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


description: When this is called and stream caching is enabled, any wave player sound nodes childed off of this node will have their audio loaded into the cache.

code: virtual void PrimeChildWavePlayers ( bool bRecurse )


code: virtual void ReleaseRetainerOnChildWavePlayers ( bool bRecurse )


code: virtual void RemoveChildNode ( int32 Index )


description: When called, this will find any child wave players connected to this node and null out their associatedUSoundWave, allowing theUSoundWaveto be garbage collected. This should only be called byUSoundNodeQualityLevel::PostLoadwhen au.CullSoundWaveHardReferences is 1.


description: When this is called and stream caching is enabled, any wave player sound nodes childed off of this node will have their audio retained into the cache.

code: virtual void RetainChildWavePlayers ( bool bRecurse )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Returns if this node has been set to be allowed virtual. Only the sound node wave player implements this.

code: virtual bool SupportsSubtitles() const


description: Set the entire Child Node array directly, allows GraphNodes to fully control node layout. Can be overwritten to set up additional parameters that are tied to children.

code: virtual void SetChildNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & InChildNodes )


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


className: USoundNode

code: class USoundNode : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bIsRetainingAudio

type: bool

GraphNode

description: Node's Graph representation, used to get position.

RandomStream

type: FRandomStream

description: Stream of random numbers to be used by this instance ofUSoundNode


code: virtual void ClearAssetReferences()


code: virtual void LoadAsset ( bool bAddToRoot )


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


className: USoundNodeAssetReferencer

description: Sound node that contains a reference to the raw wave file to be played

code: class USoundNodeAssetReferencer : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)


code: const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) * GetAttenuationSettingsToApply() const


code: bool ShouldHardReferenceAsset ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * ) const


description: Returns the maximum distance this sound can be heard from.

code: virtual float GetMaxDistance() const


code: virtual void ParseNodes ( class [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


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


className: USoundNodeAttenuation

description: Defines how a sound's volume changes based on distance to the listener

code: class USoundNodeAttenuation : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

AttenuationOverrides

type: FSoundAttenuati...


className: BranchPurpose

code: enum BranchPurpose { ParameterTrue, ParameterFalse, ParameterUnset, MAX, }


description: Get the name of a specific input pin

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetInputPinName ( int32 PinIndex ) const


description: Returns the maximum number of child nodes this node can possibly have

code: virtual int32 GetMaxChildNodes() const


description: Returns the minimum number of child nodes this node must have

code: virtual int32 GetMinChildNodes() const


code: virtual void ParseNodes ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


code: virtual void RemoveChildNode ( int32 Index )


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


description: Editor interface. Called by the Sound Cue Editor for nodes which allow children. The default behaviour is to attach a single connector. Dervied classes can override to eg add multiple connectors.

code: virtual void CreateStartingConnectors()


className: USoundNodeBranch

description: Selects a child node based on the value of a boolean parameter

code: class USoundNodeBranch : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

BoolParameterName

description: The name of the boolean parameter to use to determine which branch we should take


description:
Returns the maximum duration this sound node will play for.
float of number of seconds this sound will play for. INDEFINITELY_LOOPING_DURATION means its looping.

code: virtual float GetDuration()


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


description: Returns the number of simultaneous sounds this node instance plays back.

code: virtual int32 GetNumSounds ( const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


code: virtual void InsertChildNode ( int32 Index )


description: Returns whether the sound has a sequencer node.

code: virtual bool HasConcatenatorNode() const


description: Notifies the sound node that a wave instance in its subtree has finished.

code: virtual bool NotifyWaveInstanceFinished ( struct [FWaveInstance](API\Runtime\Engine\FWaveInstance) * WaveInstance )


description: Ensure amount of inputs matches new amount of children

code: virtual void SetChildNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & InChildNodes )


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


className: USoundNodeConcatenator

description: Plays child nodes sequentially

code: class USoundNodeConcatenator : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

InputVolume

type: TArray< float >

description: Volume multiplier for each input.


description: Returns whether the sound cue has a delay node.

code: virtual bool HasDelayNode() const


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


className: USoundNodeDelay

description: Defines a delay

code: class USoundNodeDelay : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

DelayMax

type: float

description: The upper bound of delay time in seconds.

DelayMin

description: The lower bound of delay time in seconds.


code: [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * GetDialogueWave() const


code: virtual int32 GetMaxChildNodes() const


code: void SetDialogueWave ( [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * Value )


code: virtual void ParseNodes ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


className: USoundNodeDialoguePlayer

description: Sound node that contains a reference to the dialogue table to pull from and be played

code: class USoundNodeDialoguePlayer : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

bLooping

description: Whether the dialogue line should be played looping

DialogueWaveParameter

type: FDialogueWavePa...


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


description: Determines whether Crossfading is currently allowed for the active sound

code: virtual bool AllowCrossfading ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


code: virtual void CreateStartingConnectors()


code: virtual float GetCurrentDistance ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams ) const


code: virtual int32 GetNumSounds ( const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


description: Returns the maximum distance this sound can be heard from.

code: virtual float GetMaxDistance() const


code: virtual void InsertChildNode ( int32 Index )


code: virtual void RemoveChildNode ( int32 Index )


description: Ensure amount of Cross Fade inputs matches new amount of children

code: virtual void SetChildNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & InChildNodes )


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


className: USoundNodeDistanceCrossFade

code: class USoundNodeDistanceCrossFade : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

CrossFadeInput

description: Each input needs to have the correct data filled in so the SoundNodeDistanceCrossFade is able to determine which sounds to play


code: float GetDopplerPitchMultiplier ( float & CurrentPitchScale, bool bSmooth, [FListener](API\Runtime\Engine\FListener) const & InListener, const FVector Location, const FVector Velocity, float DeltaTime )


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


code: virtual float GetDuration()


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

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


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


className: USoundNodeDoppler

description: Computes doppler pitch shift

code: class USoundNodeDoppler : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

bUseSmoothing

description: Whether or not to do a smooth interp to our doppler

DopplerIntensity

description: How much to scale the doppler shift (1.0 is normal).

SmoothingInterpSpeed

description: Speed at which to interp pitch scale


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


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: USoundNodeEnveloper

description: Allows manipulation of volume and pitch over a set time period

code: class USoundNodeEnveloper : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

bLoop

description: If enabled, the envelope will loop using the loop settings.

bLoopIndefinitely

description: If enabled, the envelope will continue to loop indefenitely regardless of the Loop Count value.

DurationAfterLoop

description: The time in seconds it takes the evelope to fade out after the last loop is completed.

LoopCount

description: The number of times the envelope should loop if looping is enabled and the envelope is not set to loop indefinitely.

LoopEnd

description: The time in seconds where the envelope's loop ends.

LoopStart

description: The time in seconds where the envelope's loop begins.

PitchCurve

type: FRuntimeFloatCu...

description: The distribution defining the pitch envelope.

PitchMax

description: The maximum pitch for the input sound.

PitchMin

description: The minimum pitch for the input sound.

VolumeCurve

description: The distribution defining the volume envelope.

VolumeMax

description: The maximum volume for the input sound.

VolumeMin

description: The minimum volume for the input sound.


description: Editor interface. Called by the Sound Cue Editor for nodes which allow children. The default behaviour is to attach a single connector. Dervied classes can override to eg add multiple connectors.

code: virtual void CreateStartingConnectors()


className: GroupControlSlotUsageMap

code: static [TMap](API\Runtime\Core\Containers\TMap)< [USoundNodeGroupControl](API\Runtime\Engine\Sound\USoundNodeGroupControl) *, [TArray](API\Runtime\Core\Containers\TArray)< [TMap](API\Runtime\Core\Containers\TMap)< [FActiveSound](API\Runtime\Engine\FActiveSound) *, int32 > > > GroupControlSlotUsageMap;


description: Returns the maximum number of child nodes this node can possibly have

code: virtual int32 GetMaxChildNodes() const


code: virtual void InsertChildNode ( int32 Index )


description: Notifies the sound node that a wave instance in its subtree has finished.

code: virtual bool NotifyWaveInstanceFinished ( [FWaveInstance](API\Runtime\Engine\FWaveInstance) * WaveInstance )


code: virtual void RemoveChildNode ( int32 Index )


code: virtual void ParseNodes ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


description: Ensure amount of Groups matches new amount of children

code: virtual void SetChildNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & InChildNodes )


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


className: USoundNodeGroupControl

description: Plays different sounds depending on the number of active sounds Any time a new sound is played, the first group that has an available slot will be chosen

code: class USoundNodeGroupControl : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

GroupSizes

type: TArray< int32 >

description: How many active sounds are allowed for each group


description: Returns the number of simultaneous sounds this node instance plays back.

code: virtual int32 GetNumSounds ( const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


code: virtual bool NotifyWaveInstanceFinished ( struct [FWaveInstance](API\Runtime\Engine\FWaveInstance) * WaveInstance )


className: USoundNodeLooping

description: Defines how a sound loops; either indefinitely, or for a set number of times. Note: The Looping node should only be used for logical or procedural looping such as introducing a delay. These sounds will not be played seamlessly. If you want a sound to loop seamlessly and indefinitely, use the Looping flag on the Wave Player node for that sound.

code: class USoundNodeLooping : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

bLoopIndefinitely

type: uint32:  1

description: If enabled, the node will continue to loop indefinitely regardless of the Loop Count value.

LoopCount

description: The amount of times to loop


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


description:
Returns the maximum duration this sound node will play for.
float of number of seconds this sound will play for. INDEFINITELY_LOOPING_DURATION means its looping.

code: virtual float GetDuration()


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()


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


className: USoundNodeMature

description: This SoundNode usesUEngine::bAllowMatureLanguageto determine whether child nodes that haveUSoundWave::bMature=true should be played.

code: class USoundNodeMature : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)


code: virtual void CreateStartingConnectors()


code: virtual int32 GetMaxChildNodes() const


code: virtual void InsertChildNode ( int32 Index )


description: Ensure amount of inputs matches new amount of children


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


className: USoundNodeMixer

description: Defines how concurrent sounds are mixed together

code: class USoundNodeMixer : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

InputVolume

description: A volume for each input. Automatically sized.


code: virtual void ParseNodes ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


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


className: USoundNodeModulator

description: Defines a random volume and pitch modification when a sound starts

code: class USoundNodeModulator : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

PitchMax

description: The upper bound of pitch (1.0 is no change).

PitchMin

description: The lower bound of pitch (1.0 is no change).

VolumeMax

description: The upper bound of volume (1.0 is no change).

VolumeMin

description: The lower bound of volume (1.0 is no change).


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


className: USoundNodeModulatorContinuous

description: Allows named parameter based manipulation of pitch and volume

code: class USoundNodeModulatorContinuous : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

PitchModulationParams

type: FModulatorConti...


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


className: USoundNodeOscillator

description: Defines how a sound oscillates

code: class USoundNodeOscillator : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

AmplitudeMax

description: An amplitude of 0.25 would oscillate between 0.75 and 1.25.

bModulatePitch

description: Whether to oscillate pitch.

bModulateVolume

description: Whether to oscillate volume.

CenterMax

description: A center of 0.5 would oscillate around 0.5.

FrequencyMax

description: A frequency of 20 would oscillate at 10Hz.

OffsetMax

description: Offset into the sine wave. Value modded by 2 * PI.


description: Determines whether Crossfading is currently allowed for the active sound

code: virtual bool AllowCrossfading ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


code: virtual float GetCurrentDistance ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams ) const


description: Returns the maximum distance this sound can be heard from.

code: virtual float GetMaxDistance() const


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


className: USoundNodeParamCrossFade

description: Crossfades between different sounds based on a parameter

code: class USoundNodeParamCrossFade : public [USoundNodeDistanceCrossFade](API\Runtime\Engine\Sound\USoundNodeDistanceCrossFade)

ParamName

description: Parameter controlling cross fades.


description: Get the name of a specific input pin

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetInputPinName ( int32 PinIndex ) const


description: Returns the maximum number of child nodes this node can possibly have

code: virtual int32 GetMaxChildNodes() const


description: Returns the minimum number of child nodes this node must have

code: virtual int32 GetMinChildNodes() const


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()


code: void ReconcileNode ( bool bReconstructNode )


description: When this is called and stream caching is enabled, any wave player sound nodes childed off of this node will have their audio loaded into the cache.

code: virtual void PrimeChildWavePlayers ( bool bRecurse )


code: virtual void ReleaseRetainerOnChildWavePlayers ( bool bRecurse )


description: When this is called and stream caching is enabled, any wave player sound nodes childed off of this node will have their audio retained into the cache.

code: virtual void RetainChildWavePlayers ( bool bRecurse )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: USoundNodeQualityLevel

description: This SoundNode uses GameUserSettings AudioQualityLevel (or the editor override) to choose which branch to play and at runtime will only load in to memory sound waves connected to the branch that will be selected

code: class USoundNodeQualityLevel : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

CookedQualityLevelIndex

description: A Property to indicate which quality this node was cooked with. (INDEX_NONE if not cooked, or unset).

EditorOnlyCs

type: FCriticalSectio...

description: Critical section to protect Child nodes array while serializing.


description: Editor interface. Called by the Sound Cue Editor for nodes which allow children. The default behaviour is to attach a single connector. Dervied classes can override to eg add multiple connectors.

code: virtual void CreateStartingConnectors()


code: int32 ChooseNodeIndex ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound )


description: Returns the number of simultaneous sounds this node instance plays back.

code: virtual int32 GetNumSounds ( const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


code: virtual void InsertChildNode ( int32 Index )


description: Called as PIE begins

code: virtual void OnBeginPIE ( const bool bIsSimulating )


code: virtual void ParseNodes ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


description: Ensure Random weights and usage array matches new amount of children

code: virtual void SetChildNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & InChildNodes )


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


className: USoundNodeRandom

description: Selects sounds from a random set

code: class USoundNodeRandom : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

bRandomizeWithoutReplacement

type: uint8:  1

description: Determines whether or not this SoundNodeRandom should randomize with or without replacement.

bShouldExcludeFromBranchCulling

description: If set to true, this random node will not be culled on load for platforms with a maximum amount of preloaded random branches set in project settings

bSoundCueExcludedFromBranchCulling

description: Exclusion for branch culling set by the sound cue.

HasBeenUsed

type: TArray< bool >

description: Internal state of which sounds have been played.

NumRandomUsed

description: Counter var so we don't have to count all of the used sounds each time we choose a sound

PIEHiddenNodes

description: Editor only list of nodes hidden to duplicate behavior of PreselectAtLevelLoad

PreselectAtLevelLoad

description: If greater than 0, then upon each level load such a number of inputs will be randomly selected and the rest will be removed.


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: virtual void ParseNodes ( class [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


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()


code: virtual void RemoveChildNode ( int32 Index )


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


description: Get the name of a specific input pin

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetInputPinName ( int32 PinIndex ) const


description: Returns the maximum number of child nodes this node can possibly have

code: virtual int32 GetMaxChildNodes() const


description: Returns the minimum number of child nodes this node must have

code: virtual int32 GetMinChildNodes() const


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


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


className: USoundNodeSoundClass

description: Remaps the SoundClass of SoundWaves underneath this

code: class USoundNodeSoundClass : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

SoundClassOverride

type: TObjectPtr<USo...


className: USoundNodeSwitch

description: Selects a child node based on the value of a integer parameter

code: class USoundNodeSwitch : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

IntParameterName

type: FName

description: The name of the integer parameter to use to determine which branch we should take


description:
Returns the maximum duration this sound node will play for.
float of number of seconds this sound will play for. INDEFINITELY_LOOPING_DURATION means its looping.

code: virtual float GetDuration()


code: virtual void ParseNodes ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


className: USoundNodeWaveParam

description: Sound node that takes a runtime parameter for the wave to play

code: class USoundNodeWaveParam : public [USoundNode](API\Runtime\Engine\Sound\USoundNode)

WaveParameterName

description: The name of the wave parameter to use to look up the SoundWave we should play


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


code: virtual void ClearAssetReferences()


code: [USoundWave](API\Runtime\Engine\Sound\USoundWave) * GetSoundWave() const


description: Returns the number of simultaneous sounds this node instance plays back.

code: virtual int32 GetNumSounds ( const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


description: Returns true if the sound node is set to play when silent.

code: virtual bool IsPlayWhenSilent() const


description: If this returns true, this wave player currently has an async load for theUSoundWavein flight.


code: virtual void LoadAsset ( bool bAddToRoot )


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

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


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetSoundWave ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave )


className: USoundNodeWavePlayer

description: Sound node that contains a reference to the raw wave file to be played

code: class USoundNodeWavePlayer : public [USoundNodeAssetReferencer](API\Runtime\Engine\Sound\USoundNodeAssetReferencer)

bLooping

type: uint8: 1


description: Override the SoundWave behavior so that we don't ask DDC for compressed data.

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Begins caching platform data in the background.

code: virtual void BeginCachePlatformData()


code: virtual bool CanVisualizeAsset() const


description: Caches platform data for the sound.

code: virtual void CachePlatformData ( bool bAsyncCache )


description: Clears cached cooked platform data for specific platform

code: virtual void ClearCachedCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Blocks on async cache tasks and prepares platform data for use.

code: virtual void FinishCachePlatformData()


description: Returns the length of the sound

code: virtual float GetDuration() const


description: Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData

code: virtual bool IsCachedCookedPlatformDataLoaded ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Returns whether the sound base is set up in a playable manner

code: virtual bool IsPlayable() const


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: Serializes cooked platform data.

code: virtual void SerializeCookedPlatformData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


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


className: USoundSourceBus

description: A source bus is a type ofUSoundBaseand can be "played" like any sound.

code: class USoundSourceBus : public [USoundWave](API\Runtime\Engine\Sound\USoundWave)

AudioBus

type: TObjectPtr<UAu...

description: Audio bus to use as audio for this source bus.

bAutoDeactivateWhenSilent

type: uint32: 1

description: Stop the source bus when the volume goes to zero.

SourceBusChannels

type: ESourceBusChann...

description: How many channels to use for the source bus if the audio bus is not specified, otherwise it will use the audio bus object's channel count.

SourceBusDuration

description: The duration (in seconds) to use for the source bus.


description: Adds an envelope follower delegate to the submix when envelope following is enabled on this submix.

code: void AddEnvelopeFollowerDelegate ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FOnSubmixEnvelopeBP](API\Runtime\Engine\Sound\FOnSubmixEnvelopeBP) & OnSubmixEnvelopeBP )


description: Adds a spectral analysis delegate to receive notifications when this submix has spectrum analysis enabled.

code: void AddSpectralAnalysisDelegate ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoundSubmixSpectralAnalysisBandSettings](API\Runtime\Engine\Sound\FSoundSubmixSpectralAnalysisBand-) > & InBandSettings, const [FOnSubmixSpectralAnalysisBP](API\Runtime\Engine\Sound\FOnSubmixSpectralAnalysisBP) & OnSubmixSpectralAnalysisBP, float UpdateRate, float DecibelNoiseFloor, bool bDoNormalize, bool bDoAutoRange, float AutoRangeAttackTime, float AutoRangeReleaseTime )


code: static [FSoundSpectrumAnalyzerDelegateSettings](API\Runtime\Engine\Sound\FSoundSpectrumAnalyzerDelegateSe-) GetSpectrumAnalysisDelegateSettings ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSoundSubmixSpectralAnalysisBandSettings](API\Runtime\Engine\Sound\FSoundSubmixSpectralAnalysisBand-) > & InBandSettings, float UpdateRate, float DecibelNoiseFloor, bool bDoNormalize, bool bDoAutoRange, float AutoRangeAttackTime, float AutoRangeReleaseTime )


code: static [FSoundSpectrumAnalyzerSettings](API\Runtime\Engine\Sound\FSoundSpectrumAnalyzerSettings) GetSpectrumAnalyzerSettings ( EFFTSize FFTSize, EFFTPeakInterpolationMethod InterpolationMethod, EFFTWindowType WindowType, float HopSize, EAudioSpectrumType SpectrumType )


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

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


description: Remove a spectral analysis delegate.

code: void RemoveSpectralAnalysisDelegate ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FOnSubmixSpectralAnalysisBP](API\Runtime\Engine\Sound\FOnSubmixSpectralAnalysisBP) & OnSubmixSpectralAnalysisBP )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets the output volume of the submix in linear gain. This dynamic level acts as a multiplier on the DryLevel property of this submix.

code: void SetSubmixDryLevel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float InDryLevel )


description: Sets the output volume of the submix in linear gain. This dynamic volume acts as a multiplier on the OutputVolume property of this submix.

code: void SetSubmixOutputVolume ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float InOutputVolume )


description: Sets the output volume of the submix in linear gain. This dynamic level acts as a multiplier on the WetLevel property of this submix.

code: void SetSubmixWetLevel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float InWetLevel )


description: Start envelope following the submix output. Register with OnSubmixEnvelope to receive envelope follower data in BP.

code: void StartEnvelopeFollowing ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


code: void StartEnvelopeFollowing ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * InDevice )


description: Start recording the audio from this submix.

code: void StartRecordingOutput ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float ExpectedDuration )


code: void StartRecordingOutput ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * InDevice, float ExpectedDuration )


description: Start spectrum analysis of the audio output.

code: void StartSpectralAnalysis ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, EFFTSize FFTSize, EFFTPeakInterpolationMethod InterpolationMethod, EFFTWindowType WindowType, float HopSize, EAudioSpectrumType SpectrumType )


code: void StartSpectralAnalysis ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * InDevice, EFFTSize FFTSize, EFFTPeakInterpolationMethod InterpolationMethod, EFFTWindowType WindowType, float HopSize, EAudioSpectrumType SpectrumType )


code: void StopEnvelopeFollowing ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


code: void StopEnvelopeFollowing ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * InDevice )


description: Finish recording the audio from this submix and export it as a wav file or aUSoundWave.

code: void StopRecordingOutput ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, EAudioRecordingExportType ExportType, const [FString](API\Runtime\Core\Containers\FString) & Name, [FString](API\Runtime\Core\Containers\FString) Path, [USoundWave](API\Runtime\Engine\Sound\USoundWave) * ExistingSoundWaveToOverwrite )


code: void StopRecordingOutput ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * InDevice, EAudioRecordingExportType ExportType, const [FString](API\Runtime\Core\Containers\FString) & Name, [FString](API\Runtime\Core\Containers\FString) Path, [USoundWave](API\Runtime\Engine\Sound\USoundWave) * ExistingSoundWaveToOverwrite )


description: Stop spectrum analysis of the audio output.

code: void StopSpectralAnalysis ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


code: void StopSpectralAnalysis ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * InDevice )


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


className: USoundSubmix

description: Sound Submix class meant for applying an effect to the downmixed sum of multiple audio sources.

code: class USoundSubmix : public [USoundSubmixWithParentBase](API\Runtime\Engine\Sound\USoundSubmixWithParentBase)

AmbisonicsPluginSettings

description: Optional settings used by plugins which support ambisonics file playback.

AudioLinkSettings

type: TObjectPtr< UAu...

description: Optional Audio Link Settings Object

bMuteWhenBackgrounded

description: Mute this submix when the application is muted or in the background.

bSendToAudioLink

description: Whether to send this Submix to AudioLink (when AudioLink is Enabled)

DryLevel

description: Deprecated  The dry level of the submix. Applied before submix effects and analysis are performed.

DryLevelModulation

type: FSoundModulatio...

description: The dry level of the submix in Decibels. Applied before submix effects and analysis are performed.

EnvelopeFollowerAttackTime

description: The attack time in milliseconds for the envelope follower.

EnvelopeFollowerReleaseTime

description: The release time in milliseconds for the envelope follower.

OnSubmixRecordedFileDone

type: FOnSubmixRecord...

description: Blueprint delegate for when a recorded file is finished exporting.

OutputVolume

description: Deprecated  The output volume of the submix.

OutputVolumeModulation

description: The output volume of the submix in Decibels.

RecordingData

type: TUniquePtr<Aud...

description: State handling for bouncing output.

SubmixEffectChain

type: TArray<TObject...

WetLevel

description: Deprecated  The wet level of the submix. Applied after submix effects and analysis are performed.

WetLevelModulation

description: The wet level of the submixin Decibels. Applied after submix effects and analysis are performed.


className: BackupChildSubmixes

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) > > BackupChildSubmixes;


description: Add Referenced objects

code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


code: virtual void PostDuplicate ( [EDuplicateMode::Type](API\Runtime\CoreUObject\UObject\EDuplicateMode__Type) DuplicateMode )


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

code: virtual void PostEditChangeProperty ( struct [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:
Sound Submix Editor functionality.
true if the child sound class exists in the tree

code: bool RecurseCheckChild ( const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * ChildSoundSubmix ) const


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


className: USoundSubmixBase

code: class USoundSubmixBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AutoDisableTime

type: float

description: The minimum amount of time to wait before automatically disabling a submix if it is silent. Will immediately re-enable if source audio is sent to it.

bAutoDisable

type: bool

description: Auto-manage enabling and disabling the submix as a CPU optimization. It will be disabled if the submix and all child submixes are silent. It will re-enable if a sound is sent to the submix or a child submix is audible.

ChildSubmixes

description: Child submixes to this sound mix.

SoundSubmixGraph

type: TObjectPtr<UEd...

description: EdGraph based representation of the SoundSubmix


description: Set the parent submix of this SoundSubmix, removing it as a child from its previous owner

code: void SetParentSubmix ( [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * InParentSubmix )


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


className: USoundSubmixWithParentBase

description: This submix class can be derived from for submixes that output to a parent submix.

code: class USoundSubmixWithParentBase : public [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase)


code: void AddPlayingSource ( const [FSoundWaveClientPtr](API\Runtime\Engine\Sound\USoundWave\FSoundWaveClientPtr) & Source )


description: Begins caching platform data in the background.

code: virtual void BeginCachePlatformData()


description: Begins caching platform data in the background for the platform requested

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: virtual void BeginGetCompressedData ( [FName](API\Runtime\Core\UObject\FName) Format, const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * CompressionOverrides )


description: Caches platform data for the sound.

code: virtual void CachePlatformData ( bool bAsyncCache )


code: virtual bool CanVisualizeAsset() const


code: void CleanupCachedRunningPlatformData()


description: Will clean up the decompressor task if the task has finished or force it finish. Returns true if the decompressor is cleaned up.

code: bool CleanupDecompressor ( bool bForceCleanup )


description: Clears cached cooked platform data for specific platform

code: virtual void ClearCachedCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Clear all the cached cooked platform data which we have accumulated with BeginCacheForCookedPlatformData calls The data can still be cached again using BeginCacheForCookedPlatformData again


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Audio::IProxyData](API\Runtime\AudioExtensions\IProxyData) > CreateProxyData ( const [Audio::FProxyDataInitParams](API\Runtime\AudioExtensions\FProxyDataInitParams) & InitParams )


code: [TArray](API\Runtime\Core\Containers\TArray)< [Audio::FTransformationPtr](API\Runtime\AudioExtensions\FTransformationPtr) > CreateTransformations() const


className: FAsyncAudioDecompress

description: Async worker that decompresses the audio data on a different thread

code: typedef [FAsyncTask](API\Runtime\Core\Async\FAsyncTask)< class [FAsyncAudioDecompressWorker](API\Runtime\Engine\FAsyncAudioDecompressWorker) > FAsyncAudioDecompress


className: ESoundWaveResourceState

code: enum ESoundWaveResourceState { NeedsFree, Freeing, Freed, }


description: Blocks on async cache tasks and prepares platform data for use.

code: virtual void FinishCachePlatformData()


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


description: Frees up all the resources allocated in this class.

code: void FreeResources ( bool bStopSoundsUsingThisResource )


description: Forces platform data to be rebuilt.

code: void ForceRebuildPlatformData()


className: FSoundWaveClientPtr

code: typedef [ISoundWaveClient](API\Runtime\Engine\Sound\ISoundWaveClient) * FSoundWaveClientPtr


description: This is only used for DTYPE_Procedural audio. It's recommended to useUSynthComponentbase class for procedurally generated sound vs overriding this function. If a new component is not feasible, consider usingUSoundWaveProceduralbase class vsUSoundWavebase class since as it implements GeneratePCMData for you and you only need to return PCM data.

code: virtual int32 GeneratePCMData ( uint8 * PCMData, const int32 SamplesNeeded )


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Get Chunk data for a specified chunk index.

code: bool GetChunkData ( int32 ChunkIndex, uint8 ** OutChunkData, bool bMakeSureChunkIsLoaded )


description:
Gets the compressed data from derived data cache for the specified platform Warning, the returned pointer isn't valid after we add new formats
compressed data, if it could be obtained

code: virtual FByteBulkData * GetCompressedData ( [FName](API\Runtime\Core\UObject\FName) Format, const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * CompressionOverrides )


description:
Gets the compressed data size from derived data cache for the specified format
compressed data size, or zero if it could not be obtained

code: SIZE_T GetCompressedDataSize ( [FName](API\Runtime\Core\UObject\FName) Format, const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * CompressionOverrides )


description: Returns the compression quality of the sound asset.

code: int32 GetCompressionQuality() const


description: Filters for the cue points that arenotloop regions and returns those as a new array

code: [TArray](API\Runtime\Core\Containers\TArray)< [FSoundWaveCuePoint](API\Runtime\Engine\Sound\FSoundWaveCuePoint) > GetCuePoints() const


description: Returns curves associated with this sound wave

code: virtual [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * GetCurveData() const


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


description: Returns the length of the sound

code: virtual float GetDuration() const


description: Gets the member name for the Curves property of theUSoundWaveobject.


description: Returns the name of the exporter factory used to export this object Used when multiple factories have the same extension


description: If stream caching is enabled, allows the user to retain a strong handle to the first chunk of audio in the cache. Please note that thisUSoundWaveis NOT guaranteed to be still alive when OnLoadCompleted is called.

code: void GetHandleForChunkOfAudio ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FAudioChunkHandle](API\Runtime\Engine\FAudioChunkHandle) &&)> OnLoadCompleted, bool bForceSync, int32 ChunkIndex, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CallbackThread )


description: Utility which returns imported PCM data and the parsed header for the file. Returns true if there was data, false if there wasn't.

code: bool GetImportedSoundWaveData ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutRawPCMData, uint32 & OutSampleRate, uint16 & OutNumChannels ) const


code: bool GetImportedSoundWaveData ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutRawPCMData, uint32 & OutSampleRate, [TArray](API\Runtime\Core\Containers\TArray)< EAudioSpeakers > & OutChannelOrder ) const


description: These functions are required for support for some custom details/editor functionality. Returns internal curves associated with this sound wave

code: [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * GetInternalCurveData() const


code: bool GetInterpolatedCookedEnvelopeDataForTime ( float InTime, uint32 & InOutLastIndex, float & OutAmplitude, bool bLoop )


description: Helper function to get interpolated cooked FFT data for a given time value.

code: bool GetInterpolatedCookedFFTDataForTime ( float InTime, uint32 & InOutLastIndex, [TArray](API\Runtime\Core\Containers\TArray)< [FSoundWaveSpectralData](API\Runtime\Engine\Sound\FSoundWaveSpectralData) > & OutData, bool bLoop )


description: Returns the loading behavior we should use for this sound wave. If this is called withinSerialize(), this should be called with bCheckSoundClasses = false, Since there is no guarantee that the deserialized USoundClasses have been resolved yet.

code: ESoundWaveLoadingBehavior GetLoadingBehavior ( bool bCheckSoundClasses ) const


description: Filters for the cue points thatareloop regions and returns those as a new array

code: [TArray](API\Runtime\Core\Containers\TArray)< [FSoundWaveCuePoint](API\Runtime\Engine\Sound\FSoundWaveCuePoint) > GetLoopRegions() const


description: Return the platform compression overrides set for the current platform.


description: Return the format of the generated PCM data type. Used in audio mixer to allow generating float buffers and avoid unnecessary format conversions. This feature is only supported in audio mixer. If your procedural sound wave needs to be used in both audio mixer and old audio engine, it's best to generate int16 data as old audio engine only supports int16 formats. Or check at runtime if the audio mixer is enabled. Audio mixer will convert from int16 to float internally.


code: static [FName](API\Runtime\Core\UObject\FName) GetPlatformSpecificFormat ( [FName](API\Runtime\Core\UObject\FName) Format, const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * CompressionOverrides )


code: virtual bool GetRedrawThumbnail() const


description: Memory containing the data copied from the compressed bulk data

code: const uint8 * GetResourceData() const


description: Returns the amount of chunks this soundwave contains if it's streaming, or zero if it is not a streaming source.

code: uint32 GetNumChunks() const


description: Helper function for getting the cached name of the current platform.

code: static [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * GetRunningPlatform()


description: Sum of the size of waves referenced by this cue for the given platform.

code: virtual int32 GetResourceSizeForFormat ( [FName](API\Runtime\Core\UObject\FName) Format )


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Returns the Runtime format of the wave


description: Returns a sample rate if there is a specific sample rate override for this platform, -1.0 otherwise.

code: float GetSampleRateForCompressionOverrides ( const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * CompressionOverrides )


code: float GetSampleRateForTargetPlatform ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: uint32 GetSizeOfChunk ( uint32 ChunkIndex )


description: Will return the raw value, (i.e. does not resolve options such as "Project Defined" to the correct codec)


description: Returns the sound's asset compression type.


description: Returns whether the sound has cooked analysis data (e.g. FFT or envelope following data) and returns sound waves which have cooked data.

code: virtual bool GetSoundWavesWithCookedAnalysisData ( [TArray](API\Runtime\Core\Containers\TArray)< [USoundWave](API\Runtime\Engine\Sound\USoundWave) * > & OutSoundWaves )


description: Returns the subtitle priority

code: virtual float GetSubtitlePriority() const


code: [TOptional](API\Runtime\Core\IO\TOptional)< [FSoundWaveTimecodeInfo](API\Runtime\Engine\Sound\FSoundWaveTimecodeInfo) > GetTimecodeInfo() const


code: const [FWaveTransformUObjectConfiguration](API\Runtime\AudioExtensions\FWaveTransformUObjectConfigurati-) & GetTransformationChainConfig() const


description: This returns the initial chunk of compressed data for streaming data sources.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > GetZerothChunk ( bool bForImmediatePlayback )


description: Handle any special requirements when the sound starts (e.g. subtitles)

code: [FWaveInstance](API\Runtime\Engine\FWaveInstance) & HandleStart ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const UPTRINT WaveInstanceHash ) const


code: virtual bool HasCompressedData ( [FName](API\Runtime\Core\UObject\FName) Format, [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Queries if the sound has cooked FFT or envelope data.

code: virtual bool HasCookedFFTData() const


code: virtual bool HasCookedAmplitudeEnvelopeData() const


description: Returns whether this sound wave has internal curves.

code: bool HasInternalCurves() const


description: Copy the compressed audio data from the bulk data

code: virtual void InitAudioResource ( FByteBulkData & CompressedData )


description: This function returns true if there are streamable chunks in this asset.

code: bool HasStreamingChunks()


description:
Copy the compressed audio data from derived data cache
true if the resource has been successfully initialized or it was already initialized.

code: virtual bool InitAudioResource ( [FName](API\Runtime\Core\UObject\FName) Format )


description: Change the guid and flush all compressed data

code: void InvalidateCompressedData ( bool bFreeResources, bool bRebuildStreamingChunks )


description: This function can be called before playing or using a SoundWave to check if any cook settings have been modified since this SoundWave was last cooked.

code: void InvalidateSoundWaveIfNeccessary()


description: IInterface_AsyncCompilationimplementation end

code: bool IsAsyncWorkComplete() const


description: Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData

code: virtual bool IsCachedCookedPlatformDataLoaded ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )