unreal.AudioCaptureComponent

class unreal.AudioCaptureComponent(outer=None, name='None')

Bases: unreal.SynthComponent

Audio Capture Component

C++ Source:

  • Plugin: AudioCapture
  • Module: AudioCapture
  • File: AudioCaptureComponent.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] Is this audio component allowed to be spatialized?
  • 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.
  • bus_sends (Array(SoundSourceBusSendInfo)): [Read-Write] This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed.
  • 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 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
  • 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.
  • 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
  • jitter_latency_frames (int32): [Read-Write] Induced latency in audio frames to use to account for jitter between mic capture hardware and audio render hardware.
    Increasing this number will increase latency but reduce potential for underruns.
  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
  • on_audio_envelope_value (OnSynthEnvelopeValue): [Read-Write] On Audio 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
  • output_to_bus_only (bool): [Read-Write] Whether or not to only send this audio’s output to a bus. If true, will not be this sound won’t be audible except through bus sends.
  • override_attenuation (bool): [Read-Write] Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties
  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *
  • pre_effect_bus_sends (Array(SoundSourceBusSendInfo)): [Read-Write] This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed.
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • 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_class (SoundClass): [Read-Write] Sound class this sound belongs to
  • sound_submix (SoundSubmix): [Read-Write] Submix this sound belongs to
  • sound_submix_sends (Array(SoundSubmixSendInfo)): [Read-Write] An array of submix sends. Audio from this sound will send a portion of its audio to these effects.
  • source_effect_chain (SoundEffectSourcePresetChain): [Read-Write] The source effect chain to use for this sound.
  • 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.
jitter_latency_frames

(int32) – [Read-Write] Induced latency in audio frames to use to account for jitter between mic capture hardware and audio render hardware. Increasing this number will increase latency but reduce potential for underruns.