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audio kit

72 tools. Generated from the plugin source; do not edit by hand.

Guide​

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.*.

Tools​

Legend. risk 0 = read-only, 1 = harmless editor op, 2 = modifies asset, 3 = deletes/replaces asset, 4 = project/config/build op, 5 = potentially destructive (calls above MaxAutoRisk need "_confirm": true). mutates = runs in a transaction (edit.undo reverts). requires PIE / requires world = refused without a PIE session / an open level. requires plugin = unavailable while the plugin is disabled. dryRun = honours the dryRun argument. smoke = covered by edit.self_test.

audio.adjust_component_volume (risk 0, requires PIE, smoke)​

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

ArgumentTypeDescription
durationnumberFade duration in seconds, zero stops or applies immediately. Default 0.0.
volumenumberTarget volume multiplier, non-negative. Default 0.0.

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

audio.clear_mix_modifiers (risk 0, requires PIE, smoke)​

Clears all SoundMix modifiers in the active PIE world.

No arguments.

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

audio.create_attenuation (risk 2, mutates, smoke)​

Creates a SoundAttenuation asset with engine defaults.

ArgumentTypeDescription
folderstringrequired. Content folder under /Game.
namestringrequired. Bare asset name.

Returns: audio, assets, warnings, message.

audio.create_class (risk 2, mutates, smoke)​

Creates a SoundClass asset (no parent class).

ArgumentTypeDescription
folderstringrequired. Content folder under /Game.
namestringrequired. Bare asset name.

Returns: audio, assets, warnings, message.

audio.create_concurrency (risk 2, mutates, smoke)​

Creates a SoundConcurrency asset with engine defaults.

ArgumentTypeDescription
folderstringrequired. Content folder under /Game.
namestringrequired. Bare asset name.

Returns: audio, assets, warnings, message.

audio.create_cue (risk 2, mutates, smoke)​

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

ArgumentTypeDescription
folderstringrequired. Content folder under /Game.
namestringrequired. Bare asset name.

Returns: audio, assets, warnings, message.

audio.create_effect_preset (risk 2, mutates, smoke)​

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

ArgumentTypeDescription
classstringrequired. SoundEffectPreset subclass: class path or short name such as SubmixEffectReverbPreset.
folderstringrequired. Content folder under /Game.
namestringrequired. Bare asset name.

Returns: audio, assets, warnings, message.

audio.create_mix (risk 2, mutates, smoke)​

Creates an empty SoundMix asset.

ArgumentTypeDescription
folderstringrequired. Content folder under /Game.
namestringrequired. Bare asset name.

Returns: audio, assets, warnings, message.

audio.create_submix (risk 2, mutates, smoke)​

Creates a SoundSubmix asset without a parent route.

ArgumentTypeDescription
folderstringrequired. Content folder under /Game.
namestringrequired. Bare asset name.

Returns: audio, assets, warnings, message.

audio.cue_add_attenuation (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
namestring
wavestring

Returns: cue, root, nodes, warnings.

audio.cue_add_delay (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
namestring
wavestring

Returns: cue, root, nodes, warnings.

audio.cue_add_loop (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
namestring
wavestring

Returns: cue, root, nodes, warnings.

audio.cue_add_mixer (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
namestring
wavestring

Returns: cue, root, nodes, warnings.

audio.cue_add_modulator (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
namestring
wavestring

Returns: cue, root, nodes, warnings.

audio.cue_add_random (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
namestring
wavestring

Returns: cue, root, nodes, warnings.

audio.cue_add_wave_player (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
namestring
wavestring

Returns: cue, root, nodes, warnings.

audio.cue_graph_audit (risk 0, smoke)​

No description.

No arguments.

Returns: cue, root, nodes, warnings.

audio.cue_graph_connect (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
childstringrequired.
pinintegerDefault 0.

Returns: cue, root, nodes, warnings.

audio.cue_graph_disconnect (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
childstringrequired.
pinintegerDefault 0.

Returns: cue, root, nodes, warnings.

audio.cue_graph_get_root (risk 0, smoke)​

No description.

No arguments.

Returns: cue, root, nodes, warnings.

audio.cue_graph_list (risk 0, smoke)​

No description.

No arguments.

Returns: cue, root, nodes, warnings.

audio.cue_graph_remove (risk 3, mutates, destructive, smoke)​

No description.

ArgumentTypeDescription
nodestringrequired.

Returns: cue, root, nodes, warnings.

audio.cue_graph_set_root (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
nodestringrequired.

Returns: cue, root, nodes, warnings.

audio.dialogue_add_context_mapping (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
wavestringrequired.
speakerstringrequired.
targetsarray of string

Returns: asset, gender, plurality, mappings.

audio.dialogue_create_voice (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
folderstringrequired.
namestringrequired.

Returns: asset, gender, plurality, mappings.

audio.dialogue_create_wave (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
folderstringrequired.
namestringrequired.

Returns: asset, gender, plurality, mappings.

audio.dialogue_get_voice (risk 0, smoke)​

No description.

ArgumentTypeDescription
assetstringrequired. Audio asset path or unique name.

Returns: asset, gender, plurality, mappings.

audio.dialogue_list_context_mappings (risk 0, smoke)​

No description.

ArgumentTypeDescription
assetstringrequired. Audio asset path or unique name.

Returns: asset, gender, plurality, mappings.

audio.dialogue_set_voice_gender_plurality (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
genderintegerDefault 0.
pluralityintegerDefault 0.

Returns: asset, gender, plurality, mappings.

audio.duplicate_sound (risk 2, mutates, smoke)​

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

ArgumentTypeDescription
sourcestringrequired. Source SoundBase asset path, for example /Engine/EngineSounds/WhiteNoise.
folderstringrequired. Destination content folder under /Game.
namestringrequired. Bare destination asset name.

Returns: audio, assets, warnings, message.

audio.fade_component (risk 0, requires PIE, smoke)​

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

ArgumentTypeDescription
durationnumberFade duration in seconds, zero stops or applies immediately. Default 0.0.
volumenumberTarget volume multiplier, non-negative. Default 0.0.

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

audio.get_attenuation (risk 0, smoke)​

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

No arguments.

Returns: audio, assets, warnings, message.

audio.get_class (risk 0, smoke)​

Returns public SoundClass properties and child class references.

No arguments.

Returns: audio, assets, warnings, message.

audio.get_concurrency (risk 0, smoke)​

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

No arguments.

Returns: audio, assets, warnings, message.

audio.get_cue (risk 0, smoke)​

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

No arguments.

Returns: audio, assets, warnings, message.

audio.get_mix (risk 0, smoke)​

Returns SoundMix EQ, timing and class-adjuster properties.

No arguments.

Returns: audio, assets, warnings, message.

audio.get_sound (risk 0, smoke)​

Returns sound asset identity, duration and portable playback properties.

ArgumentTypeDescription
assetstringrequired. Audio asset path or unique name.

Returns: audio, assets, warnings, message.

audio.get_submix (risk 0, smoke)​

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

No arguments.

Returns: audio, assets, warnings, message.

audio.list_assets (risk 0, smoke)​

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

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

Returns: audio, assets, warnings, message.

audio.list_sounds (risk 0, smoke)​

Lists SoundBase-derived project assets with class and duration.

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

Returns: audio, assets, warnings, message.

audio.play_2d (risk 0, requires PIE, smoke)​

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

ArgumentTypeDescription
volumenumberVolume multiplier, non-negative. Default 1.0.
pitchnumberPitch multiplier, greater than zero. Default 1.0.
startTimenumberOffset in seconds from the start. Default 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.

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

audio.play_at_location (risk 0, requires PIE, smoke)​

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

ArgumentTypeDescription
volumenumberVolume multiplier, non-negative. Default 1.0.
pitchnumberPitch multiplier, greater than zero. Default 1.0.
startTimenumberOffset in seconds from the start. Default 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.

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

audio.pop_mix (risk 0, requires PIE, smoke)​

Pops a SoundMix modifier in the active PIE world.

No arguments.

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

audio.push_mix (risk 0, requires PIE, smoke)​

Pushes a SoundMix modifier in the active PIE world.

No arguments.

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

audio.set_attenuation (risk 2, mutates, smoke)​

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

No arguments.

Returns: audio, assets, warnings, message.

audio.set_base_mix (risk 0, requires PIE, smoke)​

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

No arguments.

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

audio.set_class (risk 2, mutates, smoke)​

Updates public SoundClass fields using Unreal property text.

No arguments.

Returns: audio, assets, warnings, message.

audio.set_component_bool_parameter (risk 0, requires PIE, smoke)​

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

ArgumentTypeDescription
namestringrequired. SoundCue or MetaSound parameter name.
valuebooleanParameter value. Default false.

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

audio.set_component_float_parameter (risk 0, requires PIE, smoke)​

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

ArgumentTypeDescription
namestringrequired. SoundCue or MetaSound parameter name.
valuenumberParameter value. Default 0.0.

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

audio.set_concurrency (risk 2, mutates, smoke)​

Updates public concurrency settings using Unreal property text.

No arguments.

Returns: audio, assets, warnings, message.

audio.set_cue (risk 2, mutates, smoke)​

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

No arguments.

Returns: audio, assets, warnings, message.

audio.set_mix (risk 2, mutates, smoke)​

Updates public SoundMix fields using Unreal property text.

No arguments.

Returns: audio, assets, warnings, message.

audio.set_sound (risk 2, mutates, smoke)​

Updates safe public SoundBase/SoundWave properties with property text.

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

Returns: audio, assets, warnings, message.

audio.set_submix (risk 2, mutates, smoke)​

Updates public SoundSubmix fields using Unreal property text.

No arguments.

Returns: audio, assets, warnings, message.

audio.set_submix_parent (risk 2, mutates, smoke)​

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

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

Returns: audio, assets, warnings, message.

audio.sound_mix_add_adjuster (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
soundClassstringrequired.
volumenumberDefault 1.
pitchnumberDefault 1.
lowPassnumberDefault 20000.
childrenbooleanDefault false.

Returns: asset, effects, children, adjusters.

audio.sound_mix_list_adjusters (risk 0, smoke)​

No description.

ArgumentTypeDescription
assetstringrequired. Audio asset path or unique name.

Returns: asset, effects, children, adjusters.

audio.spawn_test_actor (risk 0, requires 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.

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

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

audio.stop_component (risk 0, requires PIE, smoke)​

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

ArgumentTypeDescription
componentstringrequired. 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.

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

audio.submix_add_effect (risk 2, mutates, smoke)​

No description.

ArgumentTypeDescription
effectstringrequired.

Returns: asset, effects, children, adjusters.

audio.submix_clear_effects (risk 5, mutates, destructive, smoke)​

No description.

ArgumentTypeDescription
assetstringrequired. Audio asset path or unique name.

Returns: asset, effects, children, adjusters.

audio.submix_list_children (risk 0, smoke)​

No description.

ArgumentTypeDescription
assetstringrequired. Audio asset path or unique name.

Returns: asset, effects, children, adjusters.

audio.submix_list_effects (risk 0, smoke)​

No description.

ArgumentTypeDescription
assetstringrequired. Audio asset path or unique name.

Returns: asset, effects, children, adjusters.

audio.submix_remove_effect (risk 3, mutates, destructive, smoke)​

No description.

ArgumentTypeDescription
indexintegerDefault 0.

Returns: asset, effects, children, adjusters.

audio.submix_set_parent (risk 2, mutates, smoke)​

No description.

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

Returns: asset, effects, children, adjusters.

audio.wave_audit (risk 0, smoke)​

No description.

ArgumentTypeDescription
assetstringrequired. Audio asset path or unique name.

Returns: audio, assets, warnings, message.

audio.wave_get_cooking (risk 0, smoke)​

No description.

ArgumentTypeDescription
assetstringrequired. Audio asset path or unique name.

Returns: audio, assets, warnings, message.

audio.wave_get_format (risk 0, smoke)​

No description.

ArgumentTypeDescription
assetstringrequired. Audio asset path or unique name.

Returns: audio, assets, warnings, message.

audio.wave_info (risk 0, smoke)​

No description.

ArgumentTypeDescription
assetstringrequired. Audio asset path or unique name.

Returns: audio, assets, warnings, message.

audio.wave_set_compression (risk 2, mutates, smoke)​

No description.

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

Returns: audio, assets, warnings, message.

audio.wave_set_playback (risk 2, mutates, smoke)​

No description.

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

Returns: audio, assets, warnings, message.

audio.wave_set_streaming (risk 2, mutates, smoke)​

No description.

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

Returns: audio, assets, warnings, message.