UE3:AudioComponent internal variables (UT3)
![]() |
Object >> Component >> ActorComponent >> AudioComponent (internal variables) |
- AudioComponent internal variables in other games:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Internal variables
AdjustVolumeStartTime
Type: float
AdjustVolumeStopTime
Type: float
Default value: -1.0
AdjustVolumeTargetVolume
Type: float
This is the volume level we are adjusting to *
Default value: 1.0
bAllowSpatialization
Type: bool
Is this audio component allowed to be spatialized?
Default value: True
bAlwaysPlay
Type: bool
Modifiers: native
Whether to artificially prioritise the component to play
bApplyEffects
Type: bool
Modifiers: native, const
Whether audio effects are applied
bAutoDestroy
Type: bool
Auto destroy this component on completion
bAutoPlay
Type: bool
Auto start this component on creation
bFinished
Type: bool
Modifiers: transient
Whether the current component has finished playing
bIgnoreForFlushing
Type: bool
Modifiers: transient
If TRUE, this sound will not be stopped when flushing the audio device.
bIsMusic
Type: bool
Modifiers: transient
Whether or not this audio component is a music clip
bIsUISound
Type: bool
Whether or not this sound plays when the game is paused in the UI
bNoReverb
Type: bool
Modifiers: transient
Whether or not the audio component should be excluded from reverb EQ processing
bShouldRemainActiveIfDropped
Type: bool
Whether the wave instances should remain active if they're dropped by the prioritization code. Useful for e.g. vehicle sounds that shouldn't cut out.
bStopWhenOwnerDestroyed
Type: bool
Stop sound when owner is destroyed
bSuppressSubtitles
Type: bool
Modifiers: transient
If true, subtitles in the sound data will be ignored.
bUseOwnerLocation
Type: bool
Spatialise to the owner's coordinates
Default value: True
bWasOccluded
Type: bool
whether we were occluded the last time we checked
bWasPlaying
Type: bool
Modifiers: transient
Set to true when the component has resources that need cleanup
ComponentLocation
Type: Object.Vector
Modifiers: duplicatetransient, native, const
CueFirstNode
Type: SoundNode
Modifiers: native, const
This is just a pointer to the root node in SoundCue.
CurrAdjustVolumeTargetVolume
Type: float
Default value: 1.0
CurrentHighFrequencyGain
Type: float
Modifiers: native, const
CurrentLocation
Type: Object.Vector
Modifiers: native, const
CurrentNotifyBufferFinishedHook
Type: SoundNode
Modifiers: native, const
CurrentPitch
Type: float
Modifiers: native, const
CurrentPitchMultiplier
Type: float
Modifiers: native, const
CurrentUseSeamlessLooping
Type: int
Modifiers: native, const
CurrentUseSpatialization
Type: int
Modifiers: native, const
CurrentVoiceCenterChannelVolume
Type: float
Modifiers: native, const
CurrentVoiceRadioVolume
Type: float
Modifiers: native, const
CurrentVolume
Type: float
Modifiers: native, const
CurrentVolumeMultiplier
Type: float
Modifiers: native, const
FadeInStartTime
Type: float
FadeInStopTime
Type: float
Default value: -1.0
FadeInTargetVolume
Type: float
This is the volume level we are fading to *
Default value: 1.0
FadeOutStartTime
Type: float
FadeOutStopTime
Type: float
Default value: -1.0
FadeOutTargetVolume
Type: float
This is the volume level we are fading to *
Default value: 1.0
LastOcclusionCheckTime
Type: float
Modifiers: transient
last time we checked for occlusion
Listener
Type: pointer{struct FListener}
Modifiers: duplicatetransient, native, const
Location
Type: Object.Vector
Modifiers: duplicatetransient, native
OcclusionCheckInterval
Type: float
while playing, this component will check for occlusion from its closest listener every this many seconds and call OcclusionChanged() if the status changes
PlaybackTime
Type: float
Modifiers: duplicatetransient, native, const
PortalVolume
Type: PortalVolume
Modifiers: duplicatetransient, native, const
PreviewSoundRadius
Type: DrawSoundRadiusComponent
Modifiers: const
SoundNodeData
Modifiers: duplicatetransient, native, const
SoundNodeOffsetMap
Type: Map{USoundNode*,UINT}
Modifiers: duplicatetransient, native, const
We explicitly disregard SoundNodeOffsetMap/WaveMap/ResetWaveMap for GC as all references are already handled elsewhere and we can't NULL references anyways.
SoundNodeResetWaveMap
Type: Object.MultiMap_Mirror{TMultiMap<USoundNode*,FWaveInstance*>}
Modifiers: duplicatetransient, native, const
SubtitlePriority
Type: float
Modifiers: native
Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.
WaveInstances
Type: array<pointer{struct FWaveInstance}>
Modifiers: duplicatetransient, native, const