unreal.SoundClassProperties?

class unreal.SoundClassProperties(volume=1.0, pitch=1.0, low_pass_filter_frequency=20000.0, attenuation_distance_scale=1.0, lfe_bleed=0.5, voice_center_channel_volume=0.0, radio_filter_volume=0.0, radio_filter_volume_threshold=0.0, apply_effects=False, always_play=False, is_ui_sound=False, is_music=False, center_channel_only=False, apply_ambient_volumes=False, reverb=True, default2d_reverb_send_amount=0.0, output_target=AudioOutputTarget.SPEAKER, loading_behavior=SoundWaveLoadingBehavior.INHERITED, default_submix=None)?

Bases: unreal.StructBase

Sound Class Properties

C++ Source:

  • Module: Engine
  • File: SoundClass.h

Editor Properties: (see get_editor_property/set_editor_property)

  • always_play (bool): [Read-Write] Whether to inflate referencing sound’s priority to always play.
  • apply_ambient_volumes (bool): [Read-Write] Whether the Interior/Exterior volume and LPF modifiers should be applied
  • apply_effects (bool): [Read-Write] Whether to use ‘Master EQ Submix’ as set in the ‘Audio’ category of Project Settings as the default submix for referencing sounds.
  • attenuation_distance_scale (float): [Read-Write] Distance scale to apply to sounds that play with this sound class. Sounds will have their attenuation distance scaled by this amount. Allows adjusting attenuation settings dynamically.
  • center_channel_only (bool): [Read-Write] Whether or not this sound class forces sounds to the center channel
  • default2d_reverb_send_amount (float): [Read-Write] Send amount to master reverb effect for referencing, unattenuated (2D) sounds.
  • default_submix (SoundSubmix): [Read-Write] Default output submix of referencing sounds. If unset, falls back to the ‘Master Submix’ as set in the ‘Audio’ category of Project Settings. (Unavailable if legacy ‘Output to Master EQ Submix’ is set)
  • is_music (bool): [Read-Write] Whether or not this is music (propagates to child classes only if parent is true)
  • is_ui_sound (bool): [Read-Write] Whether or not this sound plays when the game is paused in the UI
  • lfe_bleed (float): [Read-Write] The amount of a sound to bleed to the LFE channel
  • loading_behavior (SoundWaveLoadingBehavior): [Read-Write] Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.
  • low_pass_filter_frequency (float): [Read-Write] Lowpass filter frequency
  • output_target (AudioOutputTarget): [Read-Write] Which output target the sound should be played through
  • pitch (float): [Read-Write] Pitch multiplier.
  • radio_filter_volume (float): [Read-Write] Volume of the radio filter effect.
  • radio_filter_volume_threshold (float): [Read-Write] Volume at which the radio filter kicks in
  • reverb (bool): [Read-Write] Whether or not sounds referencing this class send to the reverb submix
  • stereo_bleed (float): [Read-Write] Stereo Bleed deprecated: Stereo Bleed no longer supported.
  • voice_center_channel_volume (float): [Read-Write] Voice center channel volume - Not a multiplier (does not propagate to child classes)
  • volume (float): [Read-Write] Volume multiplier.
always_play?

(bool) – [Read-Only] Whether to inflate referencing sound’s priority to always play.

apply_ambient_volumes?

(bool) – [Read-Only] Whether the Interior/Exterior volume and LPF modifiers should be applied

apply_effects?

(bool) – [Read-Only] Whether to use ‘Master EQ Submix’ as set in the ‘Audio’ category of Project Settings as the default submix for referencing sounds.

attenuation_distance_scale?

(float) – [Read-Only] Distance scale to apply to sounds that play with this sound class. Sounds will have their attenuation distance scaled by this amount. Allows adjusting attenuation settings dynamically.

center_channel_only?

(bool) – [Read-Only] Whether or not this sound class forces sounds to the center channel

default2d_reverb_send_amount?

(float) – [Read-Only] Send amount to master reverb effect for referencing, unattenuated (2D) sounds.

default_submix?

(SoundSubmix) – [Read-Only] Default output submix of referencing sounds. If unset, falls back to the ‘Master Submix’ as set in the ‘Audio’ category of Project Settings. (Unavailable if legacy ‘Output to Master EQ Submix’ is set)

is_music?

(bool) – [Read-Only] Whether or not this is music (propagates to child classes only if parent is true)

is_ui_sound?

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

lfe_bleed?

(float) – [Read-Only] The amount of a sound to bleed to the LFE channel

loading_behavior?

(SoundWaveLoadingBehavior) – [Read-Only] Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.

low_pass_filter_frequency?

(float) – [Read-Only] Lowpass filter frequency

output_target?

(AudioOutputTarget) – [Read-Only] Which output target the sound should be played through

pitch?

(float) – [Read-Only] Pitch multiplier.

radio_filter_volume?

(float) – [Read-Only] Volume of the radio filter effect.

radio_filter_volume_threshold?

(float) – [Read-Only] Volume at which the radio filter kicks in

reverb?

(bool) – [Read-Only] Whether or not sounds referencing this class send to the reverb submix

stereo_bleed?

(float) – [Read-Only] Stereo Bleed deprecated: Stereo Bleed no longer supported.

voice_center_channel_volume?

(float) – [Read-Only] Voice center channel volume - Not a multiplier (does not propagate to child classes)

volume?

(float) – [Read-Only] Volume multiplier.