unreal.AudioComponent?

class unreal.AudioComponent(outer=None, name='None')?

Bases: unreal.SceneComponent

AudioComponent is used to play a Sound http://www.daysmarketla.com/latest/INT/Audio/Overview/index.html: USoundBase:

C++ Source:

  • Module: Engine
  • File: AudioComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent
  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent
  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent
  • allow_spatialization (bool): [Read-Write] Overrides spatialization enablement in either the attenuation asset or on this audio component’s attenuation settings override.
  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component
  • attenuation_overrides (SoundAttenuationSettings): [Read-Write] If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component
  • attenuation_settings (SoundAttenuation): [Read-Write] If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component
  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.
  • auto_attach_location_rule (AttachmentRule): [Read-Write] Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment, EAttachmentRule:
  • auto_attach_parent (SceneComponent): [Read-Only] Component we automatically attach to when activated, if bAutoManageAttachment is true. If null during registration, we assign the existing AttachParent and defer attachment until we activate. bAutoManageAttachment:
  • auto_attach_rotation_rule (AttachmentRule): [Read-Write] Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment, EAttachmentRule:
  • auto_attach_scale_rule (AttachmentRule): [Read-Write] Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment, EAttachmentRule:
  • auto_attach_socket_name (Name): [Read-Write] Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment:
  • auto_manage_attachment (bool): [Read-Write] True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent’s WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don’t actually activate even if bAutoActivate is true. AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType:
  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation
  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
  • concurrency_set (Set(SoundConcurrency)): [Read-Write] What sound concurrency rules to use for sounds generated by this audio component
  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • enable_low_pass_filter (bool): [Read-Write] Whether or not to apply a low-pass filter to the sound that plays in this audio component.
  • envelope_follower_attack_time (int32): [Read-Write] The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.
  • envelope_follower_release_time (int32): [Read-Write] The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.
  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.
  • instance_parameters (Array(AudioComponentParam)): [Read-Write] Array of per-instance parameters for this AudioComponent.
  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds
  • is_ui_sound (bool): [Read-Write] Whether or not this sound plays when the game is paused in the UI
  • low_pass_filter_frequency (float): [Read-Write] The frequency of the lowpass filter (in hertz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.
  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
  • modulation (SoundModulation): [Read-Write] Modulation for the sound
  • on_audio_finished (OnAudioFinished): [Read-Write] called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early
  • on_audio_multi_envelope_value (OnAudioMultiEnvelopeValue): [Read-Write] On Audio Multi Envelope Value
  • on_audio_playback_percent (OnAudioPlaybackPercent): [Read-Write] Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. Computed as samples played divided by total samples, taking into account pitch. Not currently implemented on all platforms.
  • on_audio_single_envelope_value (OnAudioSingleEnvelopeValue): [Read-Write] On Audio Single Envelope Value
  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset
  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated
  • override_attenuation (bool): [Read-Write] Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.
  • override_priority (bool): [Read-Write] Override Priority
  • override_subtitle_priority (bool): [Read-Write] Whether or not to override the sound’s subtitle priority.
  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *
  • pitch_modulation_max (float): [Read-Write] The upper bound to use when randomly determining a pitch multiplier
  • pitch_modulation_min (float): [Read-Write] The lower bound to use when randomly determining a pitch multiplier
  • pitch_multiplier (float): [Read-Write] A pitch multiplier to apply to sounds generated by this component
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • priority (float): [Read-Write] A priority value that is used for sounds that play on this component that scales against final output volume.
  • relative_location (Vector): [Read-Write] Location of the component relative to its parent
  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent
  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. GetPhysicsVolume():
  • sound (SoundBase): [Read-Write] The sound to be played
  • sound_class_override (SoundClass): [Read-Write] Optional sound group this AudioComponent belongs to
  • source_effect_chain (SoundEffectSourcePresetChain): [Read-Write] Source Effect Chain
  • subtitle_priority (float): [Read-Write] Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.
  • suppress_subtitles (bool): [Read-Write] If true, subtitles in the sound data will be ignored.
  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
  • volume_modulation_max (float): [Read-Write] The upper bound to use when randomly determining a volume multiplier
  • volume_modulation_min (float): [Read-Write] The lower bound to use when randomly determining a volume multiplier
  • volume_multiplier (float): [Read-Write] A volume multiplier to apply to sounds generated by this component
adjust_attenuation(attenuation_settings) → None?

Modify the attenuation settings of the audio component

Parameters:attenuation_settings (SoundAttenuationSettings) –
adjust_volume(adjust_volume_duration, adjust_volume_level, fade_curve=AudioFaderCurve.LINEAR) → None?

This will allow one to adjust the volume of an AudioComponent on the fly

Parameters:
allow_spatialization?

(bool) – [Read-Write] Overrides spatialization enablement in either the attenuation asset or on this audio component’s attenuation settings override.

attenuation_overrides?

(SoundAttenuationSettings) – [Read-Write] If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component

attenuation_settings?

(SoundAttenuation) – [Read-Write] If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component

auto_attach_location_rule?

(AttachmentRule) – [Read-Write] Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment, EAttachmentRule:

auto_attach_parent?

(SceneComponent) – [Read-Only] Component we automatically attach to when activated, if bAutoManageAttachment is true. If null during registration, we assign the existing AttachParent and defer attachment until we activate. bAutoManageAttachment:

auto_attach_rotation_rule?

(AttachmentRule) – [Read-Write] Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment, EAttachmentRule:

auto_attach_scale_rule?

(AttachmentRule) – [Read-Write] Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment, EAttachmentRule:

auto_attach_socket_name?

(Name) – [Read-Write] Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true. bAutoManageAttachment:

auto_manage_attachment?

(bool) – [Read-Only] True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent’s WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don’t actually activate even if bAutoActivate is true. AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType:

concurrency_set?

(Set(SoundConcurrency)) – [Read-Write] What sound concurrency rules to use for sounds generated by this audio component

enable_low_pass_filter?

(bool) – [Read-Write] Whether or not to apply a low-pass filter to the sound that plays in this audio component.

envelope_follower_attack_time?

(int32) – [Read-Write] The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.

envelope_follower_release_time?

(int32) – [Read-Write] The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component. Only used in audio mixer.

fade_in(fade_in_duration, fade_volume_level=1.000000, start_time=0.000000, fade_curve=AudioFaderCurve.LINEAR) → None?

This can be used in place of “play” when it is desired to fade in the sound over time.

If FadeTime is 0.0, the change in volume is instant. If FadeTime is > 0.0, the multiplier will be increased from 0 to FadeVolumeLevel over FadeIn seconds.

Parameters:
  • fade_in_duration (float) – how long it should take to reach the FadeVolumeLevel
  • fade_volume_level (float) – the percentage of the AudioComponents’s calculated volume to fade to
  • start_time (float) –
  • fade_curve (AudioFaderCurve) –
fade_out(fade_out_duration, fade_volume_level, fade_curve=AudioFaderCurve.LINEAR) → None?

This is used in place of “stop” when it is desired to fade the volume of the sound before stopping.

If FadeTime is 0.0, this is the same as calling Stop(). If FadeTime is > 0.0, this will adjust the volume multiplier to FadeVolumeLevel over FadeInTime seconds and then stop the sound.

Parameters:
  • fade_out_duration (float) – how long it should take to reach the FadeVolumeLevel
  • fade_volume_level (float) – the percentage of the AudioComponents’s calculated volume in which to fade to
  • fade_curve (AudioFaderCurve) –
get_attenuation_settings_to_apply() → SoundAttenuationSettings or None?

BP Get Attenuation Settings to Apply

Returns:out_attenuation_settings (SoundAttenuationSettings):
Return type:SoundAttenuationSettings or None
get_cooked_envelope_data() → float or None?

Retrieves the current-time cooked envelope data of the playing audio component. Cooked data is interpolated and averaged across all playing sound waves. Returns true if there is data and the audio component is playing.

Returns:out_envelope_data (float):
Return type:float or None
get_cooked_envelope_data_for_all_playing_sounds() → Array(SoundWaveEnvelopeDataPerSound) or None?

Retrieves the current-time envelope data of the sounds playing audio component. Envelope data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing.

Returns:out_envelope_data (Array(SoundWaveEnvelopeDataPerSound)):
Return type:Array(SoundWaveEnvelopeDataPerSound) or None
get_cooked_fft_data(frequencies_to_get) → Array(SoundWaveSpectralData) or None?

Retrieves the current-time cooked spectral data of the sounds playing on the audio component. Spectral data is averaged and interpolated for all playing sounds on this audio component. Returns true if there is data and the audio component is playing.

Parameters:frequencies_to_get (Array(float)) –
Returns:out_sound_wave_spectral_data (Array(SoundWaveSpectralData)):
Return type:Array(SoundWaveSpectralData) or None
get_cooked_fft_data_for_all_playing_sounds() → Array(SoundWaveSpectralDataPerSound) or None?

Retrieves the current-time cooked spectral data of the sounds playing audio component. Spectral data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing.

Returns:out_sound_wave_spectral_data (Array(SoundWaveSpectralDataPerSound)):
Return type:Array(SoundWaveSpectralDataPerSound) or None
get_play_state() → AudioComponentPlayState?

Returns the enumerated play states of the audio component.

Returns:
Return type:AudioComponentPlayState
has_cooked_amplitude_envelope_data() → bool?

Queries if the sound wave playing in this audio component has cooked amplitude analyses.

Returns:
Return type:bool
has_cooked_fft_data() → bool?

Queries if the sound wave playing in this audio component has cooked FFT data.

Returns:
Return type:bool
instance_parameters?

(Array(AudioComponentParam)) – [Read-Write] Array of per-instance parameters for this AudioComponent.

is_playing() → bool?

Returns if the sound playing any audio. Doesn’t indicate the play state. Use GetPlayState() to get the actual play state.

Returns:
Return type:bool
is_ui_sound?

(bool) – [Read-Write] Whether or not this sound plays when the game is paused in the UI

low_pass_filter_frequency?

(float) – [Read-Write] The frequency of the lowpass filter (in hertz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.

modulation?

(SoundModulation) – [Read-Write] Modulation for the sound

on_audio_finished?

(OnAudioFinished) – [Read-Write] called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

on_audio_multi_envelope_value?

(OnAudioMultiEnvelopeValue) – [Read-Write] On Audio Multi Envelope Value

on_audio_playback_percent?

(OnAudioPlaybackPercent) – [Read-Write] Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. Computed as samples played divided by total samples, taking into account pitch. Not currently implemented on all platforms.

on_audio_single_envelope_value?

(OnAudioSingleEnvelopeValue) – [Read-Write] On Audio Single Envelope Value

override_attenuation?

(bool) – [Read-Write] Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.

override_priority?

(bool) – [Read-Write] Override Priority

override_subtitle_priority?

(bool) – [Read-Write] Whether or not to override the sound’s subtitle priority.

pitch_modulation_max?

(float) – [Read-Write] The upper bound to use when randomly determining a pitch multiplier

pitch_modulation_min?

(float) – [Read-Write] The lower bound to use when randomly determining a pitch multiplier

pitch_multiplier?

(float) – [Read-Write] A pitch multiplier to apply to sounds generated by this component

pitch_multiplier_max?

deprecated – ‘pitch_multiplier_max’ was renamed to ‘pitch_modulation_max’.

pitch_multiplier_min?

deprecated – ‘pitch_multiplier_min’ was renamed to ‘pitch_modulation_min’.

play(start_time=0.000000) → None?

Start a sound playing on an audio component

Parameters:start_time (float) –
priority?

(float) – [Read-Write] A priority value that is used for sounds that play on this component that scales against final output volume.

set_bool_parameter(name, bool) → None?

Set a boolean instance parameter for use in sound cues played by this audio component

Parameters:
set_float_parameter(name, float) → None?

Set a float instance parameter for use in sound cues played by this audio component

Parameters:
set_int_parameter(name, int) → None?

Set an integer instance parameter for use in sound cues played by this audio component

Parameters:
  • name (Name) –
  • int (int32) –
set_low_pass_filter_enabled(low_pass_filter_enabled) → None?

Sets whether or not the low pass filter is enabled on the audio component.

Parameters:low_pass_filter_enabled (bool) –
set_low_pass_filter_frequency(low_pass_filter_frequency) → None?

Sets lowpass filter frequency of the audio component.

Parameters:low_pass_filter_frequency (float) –
set_paused(pause) → None?

Pause an audio component playing its sound cue, issue any delegates if needed

Parameters:pause (bool) –
set_pitch_multiplier(new_pitch_multiplier) → None?

Set a new pitch multiplier

Parameters:new_pitch_multiplier (float) –
set_sound(new_sound) → None?

Set what sound is played by this component

Parameters:new_sound (SoundBase) –
set_source_bus_send_post_effect(sound_source_bus, source_bus_send_level) → None?
Sets how much audio the sound should send to the given Source Bus (POST Source Effects).
if the Bus Send doesn’t already exist, it will be added to the overrides on the active sound
Parameters:
set_source_bus_send_pre_effect(sound_source_bus, source_bus_send_level) → None?
Sets how much audio the sound should send to the given Source Bus (PRE Source Effects).
if the Bus Send doesn’t already exist, it will be added to the overrides on the active sound
Parameters:
set_submix_send(submix, send_level) → None?

Sets how much audio the sound should send to the given submix.

Parameters:
set_ui_sound(ui_sound) → None?

Set whether sounds generated by this audio component should be considered UI sounds

Parameters:ui_sound (bool) –
set_volume_multiplier(new_volume_multiplier) → None?

Set a new volume multiplier

Parameters:new_volume_multiplier (float) –
set_wave_parameter(name, wave) → None?

Set a sound wave instance parameter for use in sound cues played by this audio component

Parameters:
sound?

(SoundBase) – [Read-Write] The sound to be played

source_effect_chain?

(SoundEffectSourcePresetChain) – [Read-Write] Source Effect Chain

stop() → None?

Stop an audio component’s sound, issue any delegates if needed

stop_delayed(delay_time) → None?

Cues request to stop sound after the provided delay, stopping immediately if delay is zero or negative

Parameters:delay_time (float) –
subtitle_priority?

(float) – [Read-Write] Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.

suppress_subtitles?

(bool) – [Read-Write] If true, subtitles in the sound data will be ignored.

volume_modulation_max?

(float) – [Read-Write] The upper bound to use when randomly determining a volume multiplier

volume_modulation_min?

(float) – [Read-Write] The lower bound to use when randomly determining a volume multiplier

volume_multiplier?

(float) – [Read-Write] A volume multiplier to apply to sounds generated by this component

volume_multiplier_max?

deprecated – ‘volume_multiplier_max’ was renamed to ‘volume_modulation_max’.

volume_multiplier_min?

deprecated – ‘volume_multiplier_min’ was renamed to ‘volume_modulation_min’.