Sound Cue
Sound Cue is a Blueprint interface within which there's possible to program sounds (e.g. different sound based on a surface that has been hit or randomize it). Any sound file can be added with a Wave Player node.
Creating a Sound Cue
Sound cue can be created by clicking with right mouse button in the Content window and then selecting Sounds → Sound Cue.Sound cue can be created with C++ from UBlueprintFunctionLibrary inherited class as below:
USoundCue* SoundCue = Cast<USoundCue>(CreateAsset(AssetPath, USoundCue::StaticClass(), nullptr, bOutSuccess, OutInfoMsg));
Name Sound Cues files with A_ prefix.
Sound Cue options
Random- Randomization between more soundsModulator- Randomization of a sound volume
Sound Cues can be attached as a source file code into USoundBase variable same as Sound Wave.
Sound Attenuation and Spatialization
Both are cofigurable within boxes in the Sound Cue detail window. There's possible to create also a file that can be attached to sound files and override their Attenuation settings. Use ATT_ name prefix for these files. Within the file's Detail window, both Attenuation Distance and Attenuation Spatilization configuration can be found.
Ambient Sound Actor
- Suitable for Background music with some Ambience. It plays sound everywhere, thus it does not matter where it's placed in the
level - Accessible from
Place Actorswindow
Play Sound At Location
It can be triggered either through BP node Play Sound at Location or C++ code UGameplayStatics::PlaySoundAtLocation().