unreal.DialogueSoundWaveProxy

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

Bases: unreal.SoundBase

Dialogue Sound Wave Proxy

C++ Source:

  • Module: Engine
  • File: DialogueSoundWaveProxy.h

Editor Properties: (see get_editor_property/set_editor_property)

  • attenuation_settings (SoundAttenuation): [Read-Write] Attenuation settings package for the sound
  • 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.
  • bypass_volume_scale_for_priority (bool): [Read-Write] Bypass volume weighting priority upon evaluating whether sound should remain active when max channel count is met (See platform Audio Settings).
  • concurrency_overrides (SoundConcurrencySettings): [Read-Write] If Override Concurrency is true, concurrency settings to use.
  • concurrency_set (Set(SoundConcurrency)): [Read-Write] Set of concurrency settings to observe (if override is set to false). Sound must pass all concurrency settings to play.
  • debug (bool): [Read-Write] When “stat sounds -debug” has been specified, draw this sound’s attenuation shape when the sound is audible. For debugging purpose only.
  • duration (float): [Read-Only] Duration of sound in seconds.
  • max_distance (float): [Read-Only] The max distance of the asset, as determined by attenuation settings.
  • 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_concurrency (bool): [Read-Write] Whether or not to override the sound concurrency object with local concurrency settings.
  • 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.
  • priority (float): [Read-Write] Used to determine whether sound can play or remain active if channel limit is met, where higher value is higher priority (see platform’s Audio Settings ‘Max Channels’ property). Unless bypassed, value is weighted with the final volume of the sound to produce final runtime priority value.
  • sound_class_object (SoundClass): [Read-Write] Sound class this sound belongs to
  • sound_submix_object (SoundSubmix): [Read-Write] Sound submix this sound belongs to. Audio will play here and traverse through the submix graph. A null entry will make the sound obey the default master effects graph.
  • 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.
  • total_samples (float): [Read-Only] Total number of samples (in the thousands). Useful as a metric to analyze the relative size of a given sound asset in content browser.