unreal.BaseAttenuationSettings
?

class
unreal.
BaseAttenuationSettings
(distance_algorithm=AttenuationDistanceModel.LINEAR, attenuation_shape=AttenuationShape.SPHERE, d_b_attenuation_at_max=60.0, falloff_mode=NaturalSoundFalloffMode.CONTINUES, attenuation_shape_extents=[400.0, 0.0, 0.0], cone_offset=0.0, falloff_distance=3600.0, custom_attenuation_curve=[])? Bases:
unreal.StructBase
 Base class for attenuation settings.
C++ Source:
 Module: Engine
 File: Attenuation.h
Editor Properties: (see get_editor_property/set_editor_property)
attenuation_shape
(AttenuationShape): [ReadWrite] The shape of the noncustom attenuation method.attenuation_shape_extents
(Vector): [ReadWrite] The dimensions to use for the attenuation shape. Interpretation of the values differ per shape. Sphere  X is Sphere Radius. Y and Z are unused Capsule  X is Capsule Half Height, Y is Capsule Radius, Z is unused Box  X, Y, and Z are the Box’s dimensions Cone  X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle
cone_offset
(float): [ReadWrite] The distance back from the sound’s origin to begin the cone when using the cone attenuation shape.custom_attenuation_curve
(RuntimeFloatCurve): [ReadWrite] The custom volume attenuation curve to use.d_b_attenuation_at_max
(float): [ReadWrite] The attenuation volume at the falloff distance in decibels (Only for ‘Natural Sound’ Distance Algorithm).distance_algorithm
(AttenuationDistanceModel): [ReadWrite] The type of attenuation as a function of distance to use.falloff_distance
(float): [ReadWrite] The distance over which volume attenuation occurs.falloff_mode
(NaturalSoundFalloffMode): [ReadWrite] Whether to continue attenuating, go silent, or hold last volume value when beyond falloff bounds and ‘Attenuation At Max (dB)’ is set to a value greater than 60dB. (Only for ‘Natural Sound’ Distance Algorithm). */

attenuation_shape
? (AttenuationShape) – [ReadWrite] The shape of the noncustom attenuation method.

attenuation_shape_extents
? (Vector) – [ReadWrite] The dimensions to use for the attenuation shape. Interpretation of the values differ per shape. Sphere  X is Sphere Radius. Y and Z are unused Capsule  X is Capsule Half Height, Y is Capsule Radius, Z is unused Box  X, Y, and Z are the Box’s dimensions Cone  X is Cone Radius, Y is Cone Angle, Z is Cone Falloff Angle

cone_offset
? (float) – [ReadWrite] The distance back from the sound’s origin to begin the cone when using the cone attenuation shape.

custom_attenuation_curve
? (RuntimeFloatCurve) – [ReadWrite] The custom volume attenuation curve to use.

d_b_attenuation_at_max
? (float) – [ReadWrite] The attenuation volume at the falloff distance in decibels (Only for ‘Natural Sound’ Distance Algorithm).

distance_algorithm
? (AttenuationDistanceModel) – [ReadWrite] The type of attenuation as a function of distance to use.

falloff_distance
? (float) – [ReadWrite] The distance over which volume attenuation occurs.