unreal.SoundAttenuationSettings?

class unreal.SoundAttenuationSettings(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=[], attenuate=True, spatialize=True, attenuate_with_lpf=False, enable_listener_focus=False, enable_focus_interpolation=False, enable_occlusion=False, use_complex_collision_for_occlusion=False, enable_reverb_send=True, enable_priority_attenuation=False, apply_normalization_to_stereo_sounds=False, enable_log_frequency_scaling=False, enable_submix_sends=False, spatialization_algorithm=SoundSpatializationAlgorithm.SPATIALIZATION_DEFAULT, binaural_radius=0.0, absorption_method=AirAbsorptionMethod.LINEAR, occlusion_trace_channel=CollisionChannel.ECC_VISIBILITY, reverb_send_method=ReverbSendMethod.LINEAR, priority_attenuation_method=PriorityAttenuationMethod.LINEAR, omni_radius=0.0, stereo_spread=200.0, lpf_radius_min=3000.0, lpf_radius_max=6000.0, custom_lowpass_air_absorption_curve=[], custom_highpass_air_absorption_curve=[], lpf_frequency_at_min=20000.0, lpf_frequency_at_max=20000.0, hpf_frequency_at_min=0.0, hpf_frequency_at_max=0.0, focus_azimuth=30.0, non_focus_azimuth=60.0, focus_distance_scale=1.0, non_focus_distance_scale=1.0, focus_priority_scale=1.0, non_focus_priority_scale=1.0, focus_volume_attenuation=1.0, non_focus_volume_attenuation=1.0, focus_attack_interp_speed=1.0, focus_release_interp_speed=1.0, occlusion_low_pass_filter_frequency=20000.0, occlusion_volume_attenuation=1.0, occlusion_interpolation_time=0.1, reverb_wet_level_min=0.3, reverb_wet_level_max=0.95, reverb_distance_min=400.0, reverb_distance_max=4000.0, manual_reverb_send_level=0.0, custom_reverb_send_curve=[], submix_send_settings=[], priority_attenuation_min=1.0, priority_attenuation_max=1.0, priority_attenuation_distance_min=400.0, priority_attenuation_distance_max=4000.0, manual_priority_attenuation=1.0, custom_priority_attenuation_curve=[], plugin_settings=[[], [], []])?

Bases: unreal.BaseAttenuationSettings

The settings for attenuating.

C++ Source:

  • Module: Engine
  • File: SoundAttenuation.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absorption_method (AirAbsorptionMethod): [Read-Write] What method to use to map distance values to frequency absorption values.
  • apply_normalization_to_stereo_sounds (bool): [Read-Write] Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.
  • attenuate (bool): [Read-Write] Allows distance-based volume attenuation.
  • attenuate_with_lpf (bool): [Read-Write] Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.
  • attenuation_shape (AttenuationShape): [Read-Write] The shape of the non-custom attenuation method.
  • attenuation_shape_extents (Vector): [Read-Write] 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
  • binaural_radius (float): [Read-Write] What min radius to use to swap to non-binaural audio when a sound starts playing.
  • cone_offset (float): [Read-Write] The distance back from the sound’s origin to begin the cone when using the cone attenuation shape.
  • custom_attenuation_curve (RuntimeFloatCurve): [Read-Write] The custom volume attenuation curve to use.
  • custom_highpass_air_absorption_curve (RuntimeFloatCurve): [Read-Write] The normalized custom curve to use for the air absorption highpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)
  • custom_lowpass_air_absorption_curve (RuntimeFloatCurve): [Read-Write] The normalized custom curve to use for the air absorption lowpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)
  • custom_priority_attenuation_curve (RuntimeFloatCurve): [Read-Write] The custom curve to use for distance-based priority attenuation.
  • custom_reverb_send_curve (RuntimeFloatCurve): [Read-Write] The custom reverb send curve to use for distance-based send level.
  • d_b_attenuation_at_max (float): [Read-Write] The attenuation volume at the falloff distance in decibels (Only for ‘Natural Sound’ Distance Algorithm).
  • distance_algorithm (AttenuationDistanceModel): [Read-Write] The type of attenuation as a function of distance to use.
  • enable_focus_interpolation (bool): [Read-Write] Enables focus interpolation to smooth transition in and and of focus.
  • enable_listener_focus (bool): [Read-Write] Enable listener focus-based adjustments.
  • enable_log_frequency_scaling (bool): [Read-Write] Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).
  • enable_occlusion (bool): [Read-Write] Enables realtime occlusion tracing.
  • enable_priority_attenuation (bool): [Read-Write] Enables attenuation of sound priority based off distance.
  • enable_reverb_send (bool): [Read-Write] Enables adjusting reverb sends based on distance.
  • enable_submix_sends (bool): [Read-Write] Enables submix sends based on distance.
  • falloff_distance (float): [Read-Write] The distance over which volume attenuation occurs.
  • falloff_mode (NaturalSoundFalloffMode): [Read-Write] 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). */
  • focus_attack_interp_speed (float): [Read-Write] Scalar used to increase interpolation speed upwards to the target Focus value
  • focus_azimuth (float): [Read-Write] Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus.
  • focus_distance_scale (float): [Read-Write] Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.
  • focus_priority_scale (float): [Read-Write] Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.
  • focus_release_interp_speed (float): [Read-Write] Scalar used to increase interpolation speed downwards to the target Focus value
  • focus_volume_attenuation (float): [Read-Write] Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.
  • hpf_frequency_at_max (float): [Read-Write] The range of the cutoff frequency (in hz) of the highpass absorption filter.
  • hpf_frequency_at_min (float): [Read-Write] The range of the cutoff frequency (in hz) of the highpass absorption filter.
  • lpf_frequency_at_max (float): [Read-Write] The range of the cutoff frequency (in hz) of the lowpass absorption filter.
  • lpf_frequency_at_min (float): [Read-Write] The range of the cutoff frequency (in hz) of the lowpass absorption filter.
  • lpf_radius_max (float): [Read-Write] The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values.
  • lpf_radius_min (float): [Read-Write] The distance min range at which to apply an absorption LPF filter.
  • manual_priority_attenuation (float): [Read-Write] Static priority scalar to use (doesn’t change as a function of distance).
  • manual_reverb_send_level (float): [Read-Write] The manual master reverb send level to use. Doesn’t change as a function of distance.
  • non_focus_azimuth (float): [Read-Write] Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus.
  • non_focus_distance_scale (float): [Read-Write] Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.
  • non_focus_priority_scale (float): [Read-Write] Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus.
  • non_focus_volume_attenuation (float): [Read-Write] Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.
  • occlusion_interpolation_time (float): [Read-Write] The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.
  • occlusion_low_pass_filter_frequency (float): [Read-Write] The low pass filter frequency (in hertz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter.
  • occlusion_trace_channel (CollisionChannel): [Read-Write] Which trace channel to use for audio occlusion checks.
  • occlusion_volume_attenuation (float): [Read-Write] The amount of volume attenuation to apply to sounds which are occluded.
  • omni_radius (float): [Read-Write] The distance below which a sound is non-spatialized (2D). This prevents near-field audio from flipping as audio crosses the listener’s position.
  • plugin_settings (SoundAttenuationPluginSettings): [Read-Write] Sound attenuation plugin settings to use with sounds that play with this attenuation setting.
  • priority_attenuation_distance_max (float): [Read-Write] The max distance to attenuate priority.
  • priority_attenuation_distance_min (float): [Read-Write] The min distance to attenuate priority.
  • priority_attenuation_max (float): [Read-Write] Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.
  • priority_attenuation_method (PriorityAttenuationMethod): [Read-Write] What method to use to control priority attenuation
  • priority_attenuation_min (float): [Read-Write] Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.
  • reverb_distance_max (float): [Read-Write] The max distance to send to the master reverb.
  • reverb_distance_min (float): [Read-Write] The min distance to send to the master reverb.
  • reverb_send_method (ReverbSendMethod): [Read-Write] What method to use to control master reverb sends
  • reverb_wet_level_max (float): [Read-Write] The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.
  • reverb_wet_level_min (float): [Read-Write] The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.
  • spatialization_algorithm (SoundSpatializationAlgorithm): [Read-Write] What method we use to spatialize the sound.
  • spatialize (bool): [Read-Write] Allows the source to be 3D spatialized.
  • stereo_spread (float): [Read-Write] The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.
  • submix_send_settings (Array(AttenuationSubmixSendSettings)): [Read-Write] Set of submix send settings to use to send audio to submixes as a function of distance.
  • use_complex_collision_for_occlusion (bool): [Read-Write] Enables tracing against complex collision when doing occlusion traces.
absorption_method?

(AirAbsorptionMethod) – [Read-Write] What method to use to map distance values to frequency absorption values.

apply_normalization_to_stereo_sounds?

(bool) – [Read-Write] Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized. Avoids clipping when assets have spread of 0.0 due to channel summing.

attenuate?

(bool) – [Read-Write] Allows distance-based volume attenuation.

attenuate_with_lpf?

(bool) – [Read-Write] Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.

binaural_radius?

(float) – [Read-Write] What min radius to use to swap to non-binaural audio when a sound starts playing.

custom_highpass_air_absorption_curve?

(RuntimeFloatCurve) – [Read-Write] The normalized custom curve to use for the air absorption highpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)

custom_lowpass_air_absorption_curve?

(RuntimeFloatCurve) – [Read-Write] The normalized custom curve to use for the air absorption lowpass frequency values. Does a mapping from defined distance values (x-axis) and defined frequency values (y-axis)

custom_priority_attenuation_curve?

(RuntimeFloatCurve) – [Read-Write] The custom curve to use for distance-based priority attenuation.

custom_reverb_send_curve?

(RuntimeFloatCurve) – [Read-Write] The custom reverb send curve to use for distance-based send level.

enable_focus_interpolation?

(bool) – [Read-Write] Enables focus interpolation to smooth transition in and and of focus.

enable_listener_focus?

(bool) – [Read-Write] Enable listener focus-based adjustments.

enable_log_frequency_scaling?

(bool) – [Read-Write] Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).

enable_occlusion?

(bool) – [Read-Write] Enables realtime occlusion tracing.

enable_priority_attenuation?

(bool) – [Read-Write] Enables attenuation of sound priority based off distance.

enable_reverb_send?

(bool) – [Read-Write] Enables adjusting reverb sends based on distance.

enable_submix_sends?

(bool) – [Read-Write] Enables submix sends based on distance.

focus_attack_interp_speed?

(float) – [Read-Write] Scalar used to increase interpolation speed upwards to the target Focus value

focus_azimuth?

(float) – [Read-Write] Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds. Sounds playing at an angle less than this will be in focus.

focus_distance_scale?

(float) – [Read-Write] Amount to scale the distance calculation of sounds that are in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

focus_priority_scale?

(float) – [Read-Write] Amount to scale the priority of sounds that are in focus. Can be used to boost the priority of sounds that are in focus.

focus_release_interp_speed?

(float) – [Read-Write] Scalar used to increase interpolation speed downwards to the target Focus value

focus_volume_attenuation?

(float) – [Read-Write] Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.

hpf_frequency_at_max?

(float) – [Read-Write] The range of the cutoff frequency (in hz) of the highpass absorption filter.

hpf_frequency_at_min?

(float) – [Read-Write] The range of the cutoff frequency (in hz) of the highpass absorption filter.

lpf_frequency_at_max?

(float) – [Read-Write] The range of the cutoff frequency (in hz) of the lowpass absorption filter.

lpf_frequency_at_min?

(float) – [Read-Write] The range of the cutoff frequency (in hz) of the lowpass absorption filter.

lpf_radius_max?

(float) – [Read-Write] The max distance range at which to apply an absorption LPF filter. Absorption freq cutoff interpolates between filter frequency ranges between these distance values.

lpf_radius_min?

(float) – [Read-Write] The distance min range at which to apply an absorption LPF filter.

manual_priority_attenuation?

(float) – [Read-Write] Static priority scalar to use (doesn’t change as a function of distance).

manual_reverb_send_level?

(float) – [Read-Write] The manual master reverb send level to use. Doesn’t change as a function of distance.

non_focus_azimuth?

(float) – [Read-Write] Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds. Sounds playing at an angle greater than this will be out of focus.

non_focus_distance_scale?

(float) – [Read-Write] Amount to scale the distance calculation of sounds that are not in-focus. Can be used to make in-focus sounds appear to be closer or further away than they actually are.

non_focus_priority_scale?

(float) – [Read-Write] Amount to scale the priority of sounds that are not in-focus. Can be used to reduce the priority of sounds that are not in focus.

non_focus_volume_attenuation?

(float) – [Read-Write] Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.

occlusion_interpolation_time?

(float) – [Read-Write] The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.

occlusion_low_pass_filter_frequency?

(float) – [Read-Write] The low pass filter frequency (in hertz) to apply if the sound playing in this audio component is occluded. This will override the frequency set in LowPassFilterFrequency. A frequency of 0.0 is the device sample rate and will bypass the filter.

occlusion_trace_channel?

(CollisionChannel) – [Read-Write] Which trace channel to use for audio occlusion checks.

occlusion_volume_attenuation?

(float) – [Read-Write] The amount of volume attenuation to apply to sounds which are occluded.

omni_radius?

(float) – [Read-Write] The distance below which a sound is non-spatialized (2D). This prevents near-field audio from flipping as audio crosses the listener’s position.

plugin_settings?

(SoundAttenuationPluginSettings) – [Read-Write] Sound attenuation plugin settings to use with sounds that play with this attenuation setting.

priority_attenuation_distance_max?

(float) – [Read-Write] The max distance to attenuate priority.

priority_attenuation_distance_min?

(float) – [Read-Write] The min distance to attenuate priority.

priority_attenuation_max?

(float) – [Read-Write] Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.

priority_attenuation_method?

(PriorityAttenuationMethod) – [Read-Write] What method to use to control priority attenuation

priority_attenuation_min?

(float) – [Read-Write] Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.

reverb_distance_max?

(float) – [Read-Write] The max distance to send to the master reverb.

reverb_distance_min?

(float) – [Read-Write] The min distance to send to the master reverb.

reverb_send_method?

(ReverbSendMethod) – [Read-Write] What method to use to control master reverb sends

reverb_wet_level_max?

(float) – [Read-Write] The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.

reverb_wet_level_min?

(float) – [Read-Write] The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.

spatialization_algorithm?

(SoundSpatializationAlgorithm) – [Read-Write] What method we use to spatialize the sound.

spatialize?

(bool) – [Read-Write] Allows the source to be 3D spatialized.

stereo_spread?

(float) – [Read-Write] The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.

submix_send_settings?

(Array(AttenuationSubmixSendSettings)) – [Read-Write] Set of submix send settings to use to send audio to submixes as a function of distance.

use_complex_collision_for_occlusion?

(bool) – [Read-Write] Enables tracing against complex collision when doing occlusion traces.