unreal.SoundClassProperties

class unreal.SoundClassProperties(volume=1.0, pitch=1.0, stereo_bleed=0.25, 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, reverb=True, default2d_reverb_send_amount=0.5, center_channel_only=False, apply_ambient_volumes=False, output_target=AudioOutputTarget.SPEAKER)

Bases: unreal.StructBase

Structure containing configurable properties of a sound class.

C++ Source:

  • Module: Engine
  • File: SoundClass.h

Editor Properties: (see get_editor_property/set_editor_property)

  • always_play (bool): [Read-Write] Whether to artificially prioritise the component to play
  • apply_ambient_volumes (bool): [Read-Write] Whether the Interior/Exterior volume and LPF modifiers should be applied
  • apply_effects (bool): [Read-Write] Sound mix voice - whether to apply audio effects
  • 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] Amount of audio to send to master reverb effect for 2D sounds played with this sound class.
  • is_music (bool): [Read-Write] Whether or not this is music (propagates 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
  • 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 this sound class has reverb applied
  • stereo_bleed (float): [Read-Write] The amount of stereo sounds to bleed to the rear speakers
  • voice_center_channel_volume (float): [Read-Write] Voice center channel volume - Not a multiplier (no propagation)
  • volume (float): [Read-Write] Volume multiplier.
always_play

(bool) – [Read-Only] Whether to artificially prioritise the component to play

apply_ambient_volumes

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

apply_effects

(bool) – [Read-Only] Sound mix voice - whether to apply audio effects

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] Amount of audio to send to master reverb effect for 2D sounds played with this sound class.

is_music

(bool) – [Read-Only] Whether or not this is music (propagates 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

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 this sound class has reverb applied

stereo_bleed

(float) – [Read-Only] The amount of stereo sounds to bleed to the rear speakers

voice_center_channel_volume

(float) – [Read-Only] Voice center channel volume - Not a multiplier (no propagation)

volume

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