Defines whether an AudioSuperComponent has a max sound instance limit. If so, should the instance limit apply locally per actor or globally.
NoLimit = There will be no sound limiting for this sound (not including global limiting by the AudioManagerSubsystem).
LimitGlobal = All instances of the sound that exist will be accounted.
LimitPerActor = Each actor has its own count of sound instances and requests to instantiate a sound only consider the actor making the request.
Defines what should happen when an AudioSuperComponent has enough instances to reach its max instance limit.
Reject = The request to instantiate a new instance of the sound should be ignore.
Steal = The request to instantiate a new instance of the sound simultaneosly removes another instance of the sound to make room.
Defines how a matching sound should be stolen when an AudioSuperComponent has enough instances to reach its max instance limit. Only applies when ESoundLimitResponse = Steal.
Farthest = Steal from the farthest sound.
Oldest = Steal from the oldest sound.
Defines what timing the transition should be synchronized with.
Immediate = Transition happens immediately without any timing adjustments.
Timed = Transition happens after waiting this many seconds.
OnNextBeat = Transition happens on the next beat at the tempo of the current music.
OnMeasureDivision = Transition happens on a recurring interval based on number of measures counted from the start of the music (ie. If measureDivision = 2, the transition will happen at any odd numbered measure).
OnExactBeat = Transition happens on the exact beat counted continuously from the start of the music.
OnExactMeasure = Transition happens on the exact measure counted continuously from the start of the music.
OnExactBeatAndMeasure = Transition happens on the exact measure counted continuously from the start of the music and on the beat specified within the time signature.
OnMeasureBeat = Transition happens on the beat specified within the current music time signature at any recurrance.
Defines what should happen to the outgoing music when the transition occurs.
FadeOut = Fade the outgoing music out.
PlayOut = Allow the outgoing music to play to completion. This is mainly used for transitioning from transitionary segments such as a cymbal washes (do not use this on loops).
Overlap = Allow the outgoing music to play until the next transition occurs. This is mainly used in intermediate transition instructions. In example, you have music loop 1 playing. You queue the next transition to music loop 2, which has an intermediate transition of a cymbal wash. The intermediate transition is set to overlap, which means music loop 1 will continue to play as the cymbal wash plays. Then the main transition is set to playout (the outgoing music at this point is actually the cymbal wash, not music loop 1). When the main transition triggers, music loop 1 will stop, the cymbal wash will be allowed to finish, and music loop 2 starts.
Defines the scope of an AudioEvent.
Local = Uses the actor executed the AudioEvent.
Global = Uses the AudioManagerSubsystem.
Defines how an AudioSuperComponent should stop playing.
Immediate = The AudioSuperComponent will stop immediately (will trigger "autoDestroy" if bool is true on component).
Fade = The AudioSuperComponent will stop after fading to silence (will trigger "autoDestroy" if bool is true on component).
Custom = The AudioSuperComponent will call the CustomStop() function. When using this option you need to manually call Stop().