unreal.SoundSubmixBase
¶
- class unreal.SoundSubmixBase(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Sound Submix Base
C++ Source:
Module: Engine
File: SoundSubmix.h
Editor Properties: (see get_editor_property/set_editor_property)
auto_disable
(bool): [Read-Write] Auto-manage enabling and disabling the submix as a CPU optimization. It will be disabled if the submix and all child submixes are silent. It will re-enable if a sound is sent to the submix or a child submix is audible.auto_disable_time
(float): [Read-Write] The minimum amount of time to wait before automatically disabling a submix if it is silent. Will immediately re-enable if source audio is sent to it.child_submixes
(Array[SoundSubmixBase]): [Read-Only] Child submixes to this sound mix
- property auto_disable: bool¶
[Read-Only] Auto-manage enabling and disabling the submix as a CPU optimization. It will be disabled if the submix and all child submixes are silent. It will re-enable if a sound is sent to the submix or a child submix is audible.
- Type:
(bool)
- property auto_disable_time: float¶
[Read-Write] The minimum amount of time to wait before automatically disabling a submix if it is silent. Will immediately re-enable if source audio is sent to it.
- Type:
(float)
- dynamic_connect(world_context_object, parent) bool ¶
Dynamically Connects to a parent submix.
- Parameters:
world_context_object (Object) – UObject that’s used to GetWorld
parent (SoundSubmixBase) – Parent Submix to connect to
- Return type:
- find_dynamic_ancestor() SoundSubmixBase ¶
Searching upwards from this Submix to the root looking for the first Submix marked Dynamic If this Submix is Dynamic this will be returned.
- Return type: