Adds a node that breaks a 'SoundClassProperties' into its member fields
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Sound Class Properties
Sound Class Properties Structure (by ref)
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Volume
Float
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Volume multiplier. |
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Pitch
Float
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Pitch multiplier. |
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Low Pass Filter Frequency
Float
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Lowpass filter frequency |
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Attenuation Distance Scale
Float
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Distance scale to apply to sounds that play with this sound class. Sounds will have their attenuation distance scaled by this amount. Allows adjusting attenuation settings dynamically. |
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Stereo Bleed
Float
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Stereo Bleed |
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LFE Bleed
Float
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The amount of a sound to bleed to the LFE channel |
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Voice Center Channel Volume
Float
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Voice center channel volume - Not a multiplier (does not propagate to child classes) |
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Radio Filter Volume
Float
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Volume of the radio filter effect. |
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Radio Filter Volume Threshold
Float
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Volume at which the radio filter kicks in |
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Output To Master EQ Submix
Boolean
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Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds. |
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Always Play
Boolean
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Whether to inflate referencing sound's priority to always play. |
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Is UISound
Boolean
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Whether or not this sound plays when the game is paused in the UI |
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Is Music
Boolean
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Whether or not this is music (propagates to child classes only if parent is true) |
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Center Channel Only
Boolean
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Whether or not this sound class forces sounds to the center channel |
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Apply Ambient Volumes
Boolean
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Whether the Interior/Exterior volume and LPF modifiers should be applied |
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Send To Master Reverb Submix
Boolean
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Whether or not sounds referencing this class send to the reverb submix |
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Default 2DReverb Send Amount
Float
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Send amount to master reverb effect for referencing, unattenuated (2D) sounds. |
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Output Target
EAudioOutputTarget Enum
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Which output target the sound should be played through |
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Loading Behavior Override
ESoundWaveLoadingBehavior Enum
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Specifies how and when compressed audio data is loaded for asset if stream caching is enabled. |
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Default Submix
Effect Submix Object Reference
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Default output submix of referencing sounds. If unset, falls back to the 'Master Submix' as set in the 'Audio' category of Project Settings. (Unavailable if legacy 'Output to Master EQ Submix' is set) |