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Kit audio

72 herramientas. Generado a partir del código fuente del plugin; no lo edites a mano.

Las descripciones de las herramientas y de los argumentos se muestran en inglés porque reflejan el schema de las herramientas (el mismo texto que el agente recibe en tools/list).

Guía​

Use audio to create, inspect and configure sound assets and routing (cues, attenuation, concurrency, classes, mixes, submixes, effect presets, dialogue), to edit SoundCue graphs, and to audition sounds or activate mixes during PIE. Use asset to import WAV files, component.set_audio to configure a component saved in a Blueprint, metasound for MetaSound graphs and sequencer for timed audio tracks.

Start here​

audio.list_assets {"folder":"/Game/Audio","kind":"all"}
audio.create_cue {"folder":"/Game/Audio","name":"SC_Footstep"}
audio.duplicate_sound {"source":"/Engine/EngineSounds/WhiteNoise","folder":"/Game/Audio","name":"SW_Noise"}
audio.cue_add_wave_player {"asset":"/Game/Audio/SC_Footstep","name":"Wave","wave":"/Game/Audio/SW_Noise"}
audio.cue_add_mixer {"asset":"/Game/Audio/SC_Footstep","name":"Mix"}
audio.cue_graph_connect {"asset":"/Game/Audio/SC_Footstep","node":"Mix","child":"Wave","pin":0}
audio.cue_graph_set_root {"asset":"/Game/Audio/SC_Footstep","node":"Mix"}
audio.cue_graph_audit {"asset":"/Game/Audio/SC_Footstep"}

Creation tools​

ToolCreates
audio.create_cueSoundCue with its editor graph (engine SoundCue factory)
audio.create_attenuation / create_concurrencySoundAttenuation / SoundConcurrency with engine defaults
audio.create_class / create_mix / create_submixSoundClass (no parent), SoundMix, SoundSubmix (no parent route)
audio.create_effect_presetany SoundEffectPreset subclass, e.g. SubmixEffectReverbPreset
audio.duplicate_soundan editable copy of any sound (engine waves included)
audio.dialogue_create_voice / dialogue_create_waveDialogueVoice / DialogueWave

All creation tools take a /Game folder and a bare name and refuse an existing path (E_CONFLICT).

Properties​

Get calls return property names in Unreal property-text form. Set calls take a list of {name, value}; nested struct members use a dotted path. Every name must be an existing, editable property of that asset class, otherwise the call fails with E_INVALID_ARG (nothing is skipped silently):

audio.set_cue {"asset":"/Game/Audio/SC_Footstep","properties":[{"name":"VolumeMultiplier","value":"0.8"}]}
audio.set_attenuation {"asset":"/Game/Audio/ATT_Footstep","properties":[{"name":"Attenuation.FalloffDistance","value":"2400"}]}
audio.set_concurrency {"asset":"/Game/Audio/SCON_Footstep","properties":[{"name":"Concurrency.MaxCount","value":"4"}]}
audio.set_class {"asset":"/Game/Audio/SCL_SFX","properties":[{"name":"Properties.Volume","value":"0.9"}]}
audio.wave_set_compression {"asset":"/Game/Audio/SW_Noise","properties":[{"name":"CompressionQuality","value":"40"}]}

Names valid on both 4.27 and 5.x: SoundBase Priority, SoundClassObject, AttenuationSettings; SoundWave bLooping, CompressionQuality, LoadingBehavior, SoundGroup; SoundSubmix bMuteWhenBackgrounded, OutputVolumeModulation (the float OutputVolume exists only on 4.27).

Routing and effects​

audio.set_submix_parent / audio.submix_set_parent keep the parent's child list in sync; an empty parent removes the route. Add a submix effect from a preset asset, then remove by index:

audio.create_effect_preset {"class":"SubmixEffectReverbPreset","folder":"/Game/Audio","name":"FX_Reverb"}
audio.submix_add_effect {"asset":"/Game/Audio/SMX_World","effect":"/Game/Audio/FX_Reverb"}
audio.sound_mix_add_adjuster {"asset":"/Game/Audio/MIX_Combat","soundClass":"/Game/Audio/SCL_SFX","volume":0.5}

Cue graphs​

Nodes are addressed by the name given when they were added (name, unique in the cue). cue_graph_connect refuses a pin beyond the node's maximum children (a wave player accepts none). cue_graph_remove removes the node from the cue; reconnect the parent afterwards.

PIE​

While PIE runs, audition any SoundBase; location is in centimetres. Playback returns a transient component path. audio.spawn_test_actor places an AmbientSound actor with a label; the component tools then accept that label instead of a path (an actor with several audio components needs the path):

audio.play_2d {"asset":"/Engine/EditorSounds/Notifications/CompileSuccess","volume":0.5}
audio.spawn_test_actor {"asset":"/Game/Audio/SC_Loop","label":"AudioTest","play":true}
audio.adjust_component_volume {"component":"AudioTest","duration":0.25,"volume":0.4}
audio.set_component_float_parameter {"component":"AudioTest","name":"Intensity","value":0.8}
audio.stop_component {"component":"AudioTest"}
audio.push_mix {"asset":"/Engine/EngineSounds/Duck_Normal_Attack_MixMod"}
audio.clear_mix_modifiers {"asset":"/Engine/EngineSounds/Duck_Normal_Attack_MixMod"}

Gotchas​

  • Engine content cannot be edited: duplicate it first (audio.duplicate_sound).
  • play_* returns started:false when the editor runs without an audio device; that is not an error.
  • Component paths die when the sound finishes or PIE stops; prefer a labelled test actor.
  • MetaSound graph authoring is not done through these property tools; use metasound.*.

Herramientas​

Leyenda. riesgo 0 = solo lectura, 1 = operación inofensiva del editor, 2 = modifica un asset, 3 = elimina/reemplaza un asset, 4 = proyecto/configuración/build, 5 = potencialmente destructivo (las llamadas por encima de MaxAutoRisk requieren "_confirm": true). modifica = se ejecuta en una transacción (edit.undo la revierte). requiere PIE / requiere mundo = se rechaza sin una sesión PIE / sin un nivel abierto. requiere el plugin = no disponible cuando el plugin está desactivado. dryRun = acepta el argumento dryRun. smoke = cubierto por edit.self_test.

audio.adjust_component_volume (riesgo 0, requiere PIE, smoke)​

Adjusts live PIE component volume over a duration without stopping it.

ArgumentoTipoDescripción
durationnumberFade duration in seconds, zero stops or applies immediately. Valor predeterminado 0.0.
volumenumberTarget volume multiplier, non-negative. Valor predeterminado 0.0.

Devuelve: started, asset, component, playing, volume, pitch, message.

audio.clear_mix_modifiers (riesgo 0, requiere PIE, smoke)​

Clears all SoundMix modifiers in the active PIE world.

Sin argumentos.

Devuelve: started, asset, component, playing, volume, pitch, message.

audio.create_attenuation (riesgo 2, modifica, smoke)​

Creates a SoundAttenuation asset with engine defaults.

ArgumentoTipoDescripción
folderstringobligatorio. Content folder under /Game.
namestringobligatorio. Bare asset name.

Devuelve: audio, assets, warnings, message.

audio.create_class (riesgo 2, modifica, smoke)​

Creates a SoundClass asset (no parent class).

ArgumentoTipoDescripción
folderstringobligatorio. Content folder under /Game.
namestringobligatorio. Bare asset name.

Devuelve: audio, assets, warnings, message.

audio.create_concurrency (riesgo 2, modifica, smoke)​

Creates a SoundConcurrency asset with engine defaults.

ArgumentoTipoDescripción
folderstringobligatorio. Content folder under /Game.
namestringobligatorio. Bare asset name.

Devuelve: audio, assets, warnings, message.

audio.create_cue (riesgo 2, modifica, smoke)​

Creates an empty SoundCue (with its editor graph) through the engine SoundCue factory.

ArgumentoTipoDescripción
folderstringobligatorio. Content folder under /Game.
namestringobligatorio. Bare asset name.

Devuelve: audio, assets, warnings, message.

audio.create_effect_preset (riesgo 2, modifica, smoke)​

Creates a sound effect preset asset of any SoundEffectPreset subclass (submix/source effects such as SubmixEffectReverbPreset).

ArgumentoTipoDescripción
classstringobligatorio. SoundEffectPreset subclass: class path or short name such as SubmixEffectReverbPreset.
folderstringobligatorio. Content folder under /Game.
namestringobligatorio. Bare asset name.

Devuelve: audio, assets, warnings, message.

audio.create_mix (riesgo 2, modifica, smoke)​

Creates an empty SoundMix asset.

ArgumentoTipoDescripción
folderstringobligatorio. Content folder under /Game.
namestringobligatorio. Bare asset name.

Devuelve: audio, assets, warnings, message.

audio.create_submix (riesgo 2, modifica, smoke)​

Creates a SoundSubmix asset without a parent route.

ArgumentoTipoDescripción
folderstringobligatorio. Content folder under /Game.
namestringobligatorio. Bare asset name.

Devuelve: audio, assets, warnings, message.

audio.cue_add_attenuation (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
namestring
wavestring

Devuelve: cue, root, nodes, warnings.

audio.cue_add_delay (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
namestring
wavestring

Devuelve: cue, root, nodes, warnings.

audio.cue_add_loop (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
namestring
wavestring

Devuelve: cue, root, nodes, warnings.

audio.cue_add_mixer (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
namestring
wavestring

Devuelve: cue, root, nodes, warnings.

audio.cue_add_modulator (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
namestring
wavestring

Devuelve: cue, root, nodes, warnings.

audio.cue_add_random (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
namestring
wavestring

Devuelve: cue, root, nodes, warnings.

audio.cue_add_wave_player (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
namestring
wavestring

Devuelve: cue, root, nodes, warnings.

audio.cue_graph_audit (riesgo 0, smoke)​

Sin descripción.

Sin argumentos.

Devuelve: cue, root, nodes, warnings.

audio.cue_graph_connect (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
childstringobligatorio.
pinintegerValor predeterminado 0.

Devuelve: cue, root, nodes, warnings.

audio.cue_graph_disconnect (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
childstringobligatorio.
pinintegerValor predeterminado 0.

Devuelve: cue, root, nodes, warnings.

audio.cue_graph_get_root (riesgo 0, smoke)​

Sin descripción.

Sin argumentos.

Devuelve: cue, root, nodes, warnings.

audio.cue_graph_list (riesgo 0, smoke)​

Sin descripción.

Sin argumentos.

Devuelve: cue, root, nodes, warnings.

audio.cue_graph_remove (riesgo 3, modifica, destructivo, smoke)​

Sin descripción.

ArgumentoTipoDescripción
nodestringobligatorio.

Devuelve: cue, root, nodes, warnings.

audio.cue_graph_set_root (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
nodestringobligatorio.

Devuelve: cue, root, nodes, warnings.

audio.dialogue_add_context_mapping (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
wavestringobligatorio.
speakerstringobligatorio.
targetsarray of string

Devuelve: asset, gender, plurality, mappings.

audio.dialogue_create_voice (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.

Devuelve: asset, gender, plurality, mappings.

audio.dialogue_create_wave (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
folderstringobligatorio.
namestringobligatorio.

Devuelve: asset, gender, plurality, mappings.

audio.dialogue_get_voice (riesgo 0, smoke)​

Sin descripción.

ArgumentoTipoDescripción
assetstringobligatorio. Audio asset path or unique name.

Devuelve: asset, gender, plurality, mappings.

audio.dialogue_list_context_mappings (riesgo 0, smoke)​

Sin descripción.

ArgumentoTipoDescripción
assetstringobligatorio. Audio asset path or unique name.

Devuelve: asset, gender, plurality, mappings.

audio.dialogue_set_voice_gender_plurality (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
genderintegerValor predeterminado 0.
pluralityintegerValor predeterminado 0.

Devuelve: asset, gender, plurality, mappings.

audio.duplicate_sound (riesgo 2, modifica, smoke)​

Copies a sound asset (for example an engine SoundWave) into a project folder so it can be edited.

ArgumentoTipoDescripción
sourcestringobligatorio. Source SoundBase asset path, for example /Engine/EngineSounds/WhiteNoise.
folderstringobligatorio. Destination content folder under /Game.
namestringobligatorio. Bare destination asset name.

Devuelve: audio, assets, warnings, message.

audio.fade_component (riesgo 0, requiere PIE, smoke)​

Fades a live PIE audio component toward a non-negative volume.

ArgumentoTipoDescripción
durationnumberFade duration in seconds, zero stops or applies immediately. Valor predeterminado 0.0.
volumenumberTarget volume multiplier, non-negative. Valor predeterminado 0.0.

Devuelve: started, asset, component, playing, volume, pitch, message.

audio.get_attenuation (riesgo 0, smoke)​

Returns attenuation settings, including distance, spatialization, occlusion and submix-send fields present in this engine.

Sin argumentos.

Devuelve: audio, assets, warnings, message.

audio.get_class (riesgo 0, smoke)​

Returns public SoundClass properties and child class references.

Sin argumentos.

Devuelve: audio, assets, warnings, message.

audio.get_concurrency (riesgo 0, smoke)​

Returns max-count, owner-limit, resolution and timing fields of a SoundConcurrency asset.

Sin argumentos.

Devuelve: audio, assets, warnings, message.

audio.get_cue (riesgo 0, smoke)​

Returns SoundCue base multipliers, attenuation/concurrency references and node count.

Sin argumentos.

Devuelve: audio, assets, warnings, message.

audio.get_mix (riesgo 0, smoke)​

Returns SoundMix EQ, timing and class-adjuster properties.

Sin argumentos.

Devuelve: audio, assets, warnings, message.

audio.get_sound (riesgo 0, smoke)​

Returns sound asset identity, duration and portable playback properties.

ArgumentoTipoDescripción
assetstringobligatorio. Audio asset path or unique name.

Devuelve: audio, assets, warnings, message.

audio.get_submix (riesgo 0, smoke)​

Returns SoundSubmix parent, children and public routing/effect properties.

Sin argumentos.

Devuelve: audio, assets, warnings, message.

audio.list_assets (riesgo 0, smoke)​

Lists project audio assets by family: sound, cue, attenuation, concurrency, class, mix, submix, or all.

ArgumentoTipoDescripción
folderstringContent root to scan; defaults to /Game. Valor predeterminado TEXT("/Game").
nameContainsstringOptional case-insensitive asset-name fragment.
recursivebooleanInclude subfolders. Valor predeterminado true.
kindstringAsset family: all, sound, cue, attenuation, concurrency, class, mix, or submix. Valor predeterminado TEXT("all").

Devuelve: audio, assets, warnings, message.

audio.list_sounds (riesgo 0, smoke)​

Lists SoundBase-derived project assets with class and duration.

ArgumentoTipoDescripción
folderstringContent root to scan; defaults to /Game. Valor predeterminado TEXT("/Game").
nameContainsstringOptional case-insensitive asset-name fragment.
recursivebooleanInclude subfolders. Valor predeterminado true.
kindstringAsset family: all, sound, cue, attenuation, concurrency, class, mix, or submix. Valor predeterminado TEXT("all").

Devuelve: audio, assets, warnings, message.

audio.play_2d (riesgo 0, requiere PIE, smoke)​

Starts a non-spatial 2D sound in PIE and returns its runtime component when one is created.

ArgumentoTipoDescripción
volumenumberVolume multiplier, non-negative. Valor predeterminado 1.0.
pitchnumberPitch multiplier, greater than zero. Valor predeterminado 1.0.
startTimenumberOffset in seconds from the start. Valor predeterminado 0.0.
location{x,y,z}World position in centimetres for audio.play_at_location.
attenuationstringOptional SoundAttenuation asset for audio.play_at_location.
concurrencystringOptional SoundConcurrency asset.

Devuelve: started, asset, component, playing, volume, pitch, message.

audio.play_at_location (riesgo 0, requiere PIE, smoke)​

Starts a spatial sound at a centimetre world position in PIE.

ArgumentoTipoDescripción
volumenumberVolume multiplier, non-negative. Valor predeterminado 1.0.
pitchnumberPitch multiplier, greater than zero. Valor predeterminado 1.0.
startTimenumberOffset in seconds from the start. Valor predeterminado 0.0.
location{x,y,z}World position in centimetres for audio.play_at_location.
attenuationstringOptional SoundAttenuation asset for audio.play_at_location.
concurrencystringOptional SoundConcurrency asset.

Devuelve: started, asset, component, playing, volume, pitch, message.

audio.pop_mix (riesgo 0, requiere PIE, smoke)​

Pops a SoundMix modifier in the active PIE world.

Sin argumentos.

Devuelve: started, asset, component, playing, volume, pitch, message.

audio.push_mix (riesgo 0, requiere PIE, smoke)​

Pushes a SoundMix modifier in the active PIE world.

Sin argumentos.

Devuelve: started, asset, component, playing, volume, pitch, message.

audio.set_attenuation (riesgo 2, modifica, smoke)​

Updates public attenuation settings using Unreal property text; version-specific fields become warnings.

Sin argumentos.

Devuelve: audio, assets, warnings, message.

audio.set_base_mix (riesgo 0, requiere PIE, smoke)​

Sets the active PIE world's base SoundMix; an empty asset clears it.

Sin argumentos.

Devuelve: started, asset, component, playing, volume, pitch, message.

audio.set_class (riesgo 2, modifica, smoke)​

Updates public SoundClass fields using Unreal property text.

Sin argumentos.

Devuelve: audio, assets, warnings, message.

audio.set_component_bool_parameter (riesgo 0, requiere PIE, smoke)​

Sets a boolean parameter on a live SoundCue or MetaSound component.

ArgumentoTipoDescripción
namestringobligatorio. SoundCue or MetaSound parameter name.
valuebooleanParameter value. Valor predeterminado false.

Devuelve: started, asset, component, playing, volume, pitch, message.

audio.set_component_float_parameter (riesgo 0, requiere PIE, smoke)​

Sets a float parameter on a live SoundCue or MetaSound component.

ArgumentoTipoDescripción
namestringobligatorio. SoundCue or MetaSound parameter name.
valuenumberParameter value. Valor predeterminado 0.0.

Devuelve: started, asset, component, playing, volume, pitch, message.

audio.set_concurrency (riesgo 2, modifica, smoke)​

Updates public concurrency settings using Unreal property text.

Sin argumentos.

Devuelve: audio, assets, warnings, message.

audio.set_cue (riesgo 2, modifica, smoke)​

Updates public SoundCue properties such as VolumeMultiplier, PitchMultiplier or bOverrideAttenuation.

Sin argumentos.

Devuelve: audio, assets, warnings, message.

audio.set_mix (riesgo 2, modifica, smoke)​

Updates public SoundMix fields using Unreal property text.

Sin argumentos.

Devuelve: audio, assets, warnings, message.

audio.set_sound (riesgo 2, modifica, smoke)​

Updates safe public SoundBase/SoundWave properties with property text.

ArgumentoTipoDescripción
propertiesarray of UeaAudioPropertyobligatorio. Public, editable properties to update. Unknown, non-editable and engine-version-specific properties are reported as warnings.

Devuelve: audio, assets, warnings, message.

audio.set_submix (riesgo 2, modifica, smoke)​

Updates public SoundSubmix fields using Unreal property text.

Sin argumentos.

Devuelve: audio, assets, warnings, message.

audio.set_submix_parent (riesgo 2, modifica, smoke)​

Changes a SoundSubmix parent route and preserves the engine-maintained child list.

ArgumentoTipoDescripción
parentstringSoundSubmixBase path to use as parent; empty removes the existing parent.

Devuelve: audio, assets, warnings, message.

audio.sound_mix_add_adjuster (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
soundClassstringobligatorio.
volumenumberValor predeterminado 1.
pitchnumberValor predeterminado 1.
lowPassnumberValor predeterminado 20000.
childrenbooleanValor predeterminado false.

Devuelve: asset, effects, children, adjusters.

audio.sound_mix_list_adjusters (riesgo 0, smoke)​

Sin descripción.

ArgumentoTipoDescripción
assetstringobligatorio. Audio asset path or unique name.

Devuelve: asset, effects, children, adjusters.

audio.spawn_test_actor (riesgo 0, requiere PIE, smoke)​

Spawns an AmbientSound actor in the PIE world (label, sound, location) without starting it; its AudioComponent can then be driven by the component tools through the actor label.

ArgumentoTipoDescripción
labelstringActor label used later as the component reference. Valor predeterminado TEXT("AudioSmokeActor").
location{x,y,z}World position in centimetres.
playbooleanStart playing right away. Valor predeterminado false.

Devuelve: started, asset, component, playing, volume, pitch, message.

audio.stop_component (riesgo 0, requiere PIE, smoke)​

Stops a live PIE audio component (path returned by a playback call, or the label of an actor that owns one).

ArgumentoTipoDescripción
componentstringobligatorio. Runtime component object path returned by audio.play_2d, audio.play_at_location or audio.spawn_test_actor, or the label of a PIE actor that owns an AudioComponent.

Devuelve: started, asset, component, playing, volume, pitch, message.

audio.submix_add_effect (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
effectstringobligatorio.

Devuelve: asset, effects, children, adjusters.

audio.submix_clear_effects (riesgo 5, modifica, destructivo, smoke)​

Sin descripción.

ArgumentoTipoDescripción
assetstringobligatorio. Audio asset path or unique name.

Devuelve: asset, effects, children, adjusters.

audio.submix_list_children (riesgo 0, smoke)​

Sin descripción.

ArgumentoTipoDescripción
assetstringobligatorio. Audio asset path or unique name.

Devuelve: asset, effects, children, adjusters.

audio.submix_list_effects (riesgo 0, smoke)​

Sin descripción.

ArgumentoTipoDescripción
assetstringobligatorio. Audio asset path or unique name.

Devuelve: asset, effects, children, adjusters.

audio.submix_remove_effect (riesgo 3, modifica, destructivo, smoke)​

Sin descripción.

ArgumentoTipoDescripción
indexintegerValor predeterminado 0.

Devuelve: asset, effects, children, adjusters.

audio.submix_set_parent (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
parentstringSoundSubmixBase path to use as parent; empty removes the existing parent.

Devuelve: asset, effects, children, adjusters.

audio.wave_audit (riesgo 0, smoke)​

Sin descripción.

ArgumentoTipoDescripción
assetstringobligatorio. Audio asset path or unique name.

Devuelve: audio, assets, warnings, message.

audio.wave_get_cooking (riesgo 0, smoke)​

Sin descripción.

ArgumentoTipoDescripción
assetstringobligatorio. Audio asset path or unique name.

Devuelve: audio, assets, warnings, message.

audio.wave_get_format (riesgo 0, smoke)​

Sin descripción.

ArgumentoTipoDescripción
assetstringobligatorio. Audio asset path or unique name.

Devuelve: audio, assets, warnings, message.

audio.wave_info (riesgo 0, smoke)​

Sin descripción.

ArgumentoTipoDescripción
assetstringobligatorio. Audio asset path or unique name.

Devuelve: audio, assets, warnings, message.

audio.wave_set_compression (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
propertiesarray of UeaAudioPropertyobligatorio. Public, editable properties to update. Unknown, non-editable and engine-version-specific properties are reported as warnings.

Devuelve: audio, assets, warnings, message.

audio.wave_set_playback (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
propertiesarray of UeaAudioPropertyobligatorio. Public, editable properties to update. Unknown, non-editable and engine-version-specific properties are reported as warnings.

Devuelve: audio, assets, warnings, message.

audio.wave_set_streaming (riesgo 2, modifica, smoke)​

Sin descripción.

ArgumentoTipoDescripción
propertiesarray of UeaAudioPropertyobligatorio. Public, editable properties to update. Unknown, non-editable and engine-version-specific properties are reported as warnings.

Devuelve: audio, assets, warnings, message.