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 Cue
s 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 Actors
window
Play Sound At Location
It can be triggered either through BP node Play Sound at Location
or C++ code UGameplayStatics::PlaySoundAtLocation()
.