unreal.AudioParameterComponent
¶
- class unreal.AudioParameterComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AudioGameplayComponent
UAudioParameterComponent - Can be used to set/store audio parameters and automatically dispatch them (through ActorSoundParameterInterface) to any sounds played by the component’s Owner Actor
C++ Source:
Plugin: AudioGameplay
Module: AudioGameplay
File: AudioParameterComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_parameter_changed
(OnParameterChanged): [Read-Write]parameters
(Array[AudioParameter]): [Read-Write]primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- get_actor_sound_params() Array[AudioParameter] ¶
Overrides logic for gathering AudioParameters to set by default when an AudioComponent/ActiveSound plays with a given actor as its Owner.
- Returns:
params (Array[AudioParameter]):
- Return type:
- get_parameters() Array[AudioParameter] ¶
Get Parameters
- Return type:
- property on_parameter_changed: OnParameterChanged¶
[Read-Write]
- Type:
- set_parameters_blueprint(parameters) None ¶
Sets an array of parameters as a batch
- Parameters:
parameters (Array[AudioParameter]) –
- set_trigger_parameter(name) None ¶
Executes a named trigger. Does not cache trigger value, so only executes if the sound is already playing. If the intent is for the trigger to execute immediately (if playing) and be called on initialization for all future instances, call ‘SetBoolParameter’ with the intended initial trigger behavior (true if trigger desired on initialization, false if not).
- Parameters:
name (Name) –