Sound
Any Actor
can play a sound, either in a loop or as a one-shot.
Prerequisites
Note
Sounds should in general be mono, 22kHz, 16bit PCM .wav files
Properties
-
Sound
- AmbientSound
- SoundPitch
- SoundRadius
- SoundVolume
- TransientSoundRadius
- TransientSoundVolume
Sound to play on a loop
Pitch at which the sound is played
Radius within which the sound can be heard (0-255, not in Unreal Units)
Volume at which the sound is played
Default radius when using PlaySound()
Default volume when using PlaySound()
Play a looping sound
Note
In order to make looping sounds work properly, the files need to be tagged with LOOPSTART and LOOPEND tags. The values are integers representing the loop's boundaries in samples.
To play a looping sound is simple, just set the AmbientSound
value to the sound of your choice.
Play a one-shot sound
To play a sound once, use this code:
aMyActor.PlaySound(
Sound Sound, // The sound object
optional ESoundSlot Slot, // The slot¹
optional float Volume, // The volume (0.0 - 1.0)
optional bool bNoOverride, // Prevent other sounds from butting in
optional float Radius, // The radius in Unreal Units
optional float Pitch, // The pitch (0.5 - 2.0)
optional bool bAttenuate // Whether to play the sound in 3D
)
¹ Possible slots:
SLOT_None
SLOT_Misc
SLOT_Pain
SLOT_Interact
SLOT_Ambient
SLOT_Talk
SLOT_Interface
Importing sounds
This can either be done via the sound browser (at least in Unreal Editor 2.x), or via script:
#exec AUDIO IMPORT FILE="Sounds\Ambient\MyLoop.wav" NAME="MyLoop" GROUP="Ambient"