unreal.SoundConcurrencySettings

class unreal.SoundConcurrencySettings(max_count=16, limit_to_owner=False, resolution_rule=MaxConcurrentResolutionRule.STOP_FARTHEST_THEN_OLDEST, volume_scale=1.0)

Bases: unreal.StructBase

Sound Concurrency Settings

C++ Source:

  • Module: Engine
  • File: SoundConcurrency.h

Editor Properties: (see get_editor_property/set_editor_property)

  • limit_to_owner (bool): [Read-Write] Whether or not to limit the concurrency to per sound owner (i.e. the actor that plays the sound). If the sound doesn’t have an owner, it falls back to global concurrency.

  • max_count (int32): [Read-Write] The max number of allowable concurrent active voices for voices playing in this concurrency group.

  • resolution_rule (MaxConcurrentResolutionRule): [Read-Write] Which concurrency resolution policy to use if max voice count is reached.

  • volume_scale (float): [Read-Write] The amount of attenuation to apply to older voice instances in this concurrency group. This reduces volume of older voices in a concurrency group as new voices play.

    AppliedVolumeScale = Math.Pow(DuckingScale, VoiceGeneration)

limit_to_owner

(bool) – [Read-Write] Whether or not to limit the concurrency to per sound owner (i.e. the actor that plays the sound). If the sound doesn’t have an owner, it falls back to global concurrency.

max_count

(int32) – [Read-Write] The max number of allowable concurrent active voices for voices playing in this concurrency group.

resolution_rule

(MaxConcurrentResolutionRule) – [Read-Write] Which concurrency resolution policy to use if max voice count is reached.

volume_scale

(float) – [Read-Write] The amount of attenuation to apply to older voice instances in this concurrency group. This reduces volume of older voices in a concurrency group as new voices play.

AppliedVolumeScale = Math.Pow(DuckingScale, VoiceGeneration)