UAudioSuperComponentBase
(UAudioComponent)
(UAudioComponent)
AudioSuperComponents are derived from Unreal Engine's AudioComponent class. They retain all the functionality of an AudioComponent with additional setup for receiving game parameters through the KAudioSystem. AudioSuperComponents provide a base class that designers can inherit from to code compartmentalized custom audio behaviors and pass inputs to MetaSound. AudioSuperComponents need to be used alongside the AudioManagerSubsystem and KAudioSystemStatics. Using them separate from the system is possible, but will require more manual coding at which point it may be better to just use Unreal Engine's default workflow.
AudioSuperComponents are meant to be used along with MetaSounds. The intended design paradigm treats AudioSuperComponents as decision-makers who receive game parameters and are custom coded to choose audio behaviors based on that data. The AudioSuperComponent then passes input parameters to MetaSound which will enact the audio behavior by modifying it's audio output. This separation of duties makes it easier to code linear logic and use the rest of Unreal Engine's systems in the AudioSuperComponent's Blueprint and then let MetaSound only handle the effects applied to the audio.
When true, instances of the AudioSuperComponent will receive game parameters from AudioEnvironments.
NOTE: AudioSuperComponents must be attached and linked with an AudioAgent to listen for AudioEnvironments. Instantiating AudioSuperComponents using KAudioSystemStatics functions automatically provides this pairing.
Sets the default fade out duration when stopping this sound, which is used internally by the KAudioSystem and automatically if a functions fade out duration input is less than zero.
Sets the fade out curve to use when stopping this sound.
When the linked actor is destroyed, this bool determines what happens to the AudioSuperComponent. If true, the sound will continue to exist beyond the lifetime of the linked actor. If false, the sound will be immediately stopped and destroyed. An orphaned sound has no linked actor and can only receive global game parameters once orphaned.
Sets whether the AudioSuperComponent receives AudioSwitchParameters locally from the linked actor.
Sets whether the AudioSuperComponent receives AudioFloatParameter values locally from the linked actor.
Sets whether the AudioSuperComponent receives AudioSwitchParameters globally from the AudioManagerSubsystem.
Sets whether the AudioSuperComponent receives AudioFloatParameter values globally from the AudioManagerSubsystem.
Sets whether the AudioSuperComponent automatically destroys itself when manually stopped or receives the "OnFinished" event internally.
Sets whether the AudioSuperComponent should be instantiated if the spawn point is outside the attenuation radius (always uses a sphere no matter that attenuations shape).
Adds extra distance to the attenuation check calculation when determining if a sound's spawn point is outside the attenuation.
Sets the sound priority used when sound limiting is active. Higher values are more likely to prevent stealing a sound to make room for another.
Sets the scope of how the number of instances for sound limiting are accounted.
Sets the instance limit for the AudioSuperComponent.
Defines what should be done when the instance limit for this AudioSuperComponent is reached.
Sets what algorithm should be used to decide which sound to steal from when sound limiting.
Defines how long ignore requests to instantiate the AudioSuperComponent by the AudioManagerSubsystem.
Override this function to add custom code to be run before the AudioSuperComponent is played.
NOTE: MetaSounds cannot receive parameters until they have been played, so use PostPlay() for initializing MetaSound inputs.
Override this function to add custom code to be run after the AudioSuperComponent is played. If you want to initialize inputs on a MetaSound, you must do it here.
Call this function to stop the AudioSuperComponent based on the input parameter.
Override this function to implement custom stop behaviors (such as playing another sound when this sound is stopped). You MUST call the Stop() function manually to stop the underlying audio component.
Override this function to implement custom code that can be called through the AudioManagerSubsystem.
Override this function to implement custom code that can be called through the AudioManagerSubsystem.
Override this function to implement custom code that can be called through the AudioManagerSubsystem.
Override this function to implement custom code based on trigger names that can be called through the AudioManagerSubsystem.
Override this function to implement custom code when the AudioSuperComponent is orphaned (the linked actor is destroyed).
Call this function to query for currently overlapping AudioEnvironments and receive their game parameters.
Gets the local AudioSwitchParameter value for an AudioGroupParameter on the MusicManager (or actor if not part of music system).
Gets the local float value for an AudioFloatParameter on the MusicManager (or actor if not part of music system).
Override this function to add code that will match custom functionality with specific AudioSwitchParameters within an AudioGroupParameter received from setting a value for the linked actor.
Override this function to add code that will match custom functionality with specific AudioFloatParameters and values received from setting a value for the linked actor.
Override this function to add code that will match custom functionality with specific AudioSwitchParameters within an AudioGroupParameter received from the AudioManagerSubsystem.
Override this function to add code that will match custom functionality with specific AudioFloatParameters and values received from the AudioManagerSubsystem.
Gets the global AudioSwitchParameter value for an AudioGroupParameter.
Gets the global float value for an AudioFloatParameter.
Subscribe to this event to receive callback data from an AudioSuperComponent.