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
| Tool | Creates |
|---|---|
audio.create_cue | SoundCue with its editor graph (engine SoundCue factory) |
audio.create_attenuation / create_concurrency | SoundAttenuation / SoundConcurrency with engine defaults |
audio.create_class / create_mix / create_submix | SoundClass (no parent), SoundMix, SoundSubmix (no parent route) |
audio.create_effect_preset | any SoundEffectPreset subclass, e.g. SubmixEffectReverbPreset |
audio.duplicate_sound | an editable copy of any sound (engine waves included) |
audio.dialogue_create_voice / dialogue_create_wave | DialogueVoice / 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_*returnsstarted:falsewhen 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
MaxAutoRiskneed"_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 thedryRunargument. smoke = covered byedit.self_test.
audio.adjust_component_volume (risk 0, requires PIE, smoke)
Adjusts live PIE component volume over a duration without stopping it.
| Argument | Type | Description |
|---|---|---|
duration | number | Fade duration in seconds, zero stops or applies immediately. Default 0.0. |
volume | number | Target 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.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Content folder under /Game. |
name | string | required. Bare asset name. |
Returns: audio, assets, warnings, message.
audio.create_class (risk 2, mutates, smoke)
Creates a SoundClass asset (no parent class).
| Argument | Type | Description |
|---|---|---|
folder | string | required. Content folder under /Game. |
name | string | required. Bare asset name. |
Returns: audio, assets, warnings, message.
audio.create_concurrency (risk 2, mutates, smoke)
Creates a SoundConcurrency asset with engine defaults.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Content folder under /Game. |
name | string | required. 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.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Content folder under /Game. |
name | string | required. 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).
| Argument | Type | Description |
|---|---|---|
class | string | required. SoundEffectPreset subclass: class path or short name such as SubmixEffectReverbPreset. |
folder | string | required. Content folder under /Game. |
name | string | required. Bare asset name. |
Returns: audio, assets, warnings, message.
audio.create_mix (risk 2, mutates, smoke)
Creates an empty SoundMix asset.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Content folder under /Game. |
name | string | required. Bare asset name. |
Returns: audio, assets, warnings, message.
audio.create_submix (risk 2, mutates, smoke)
Creates a SoundSubmix asset without a parent route.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Content folder under /Game. |
name | string | required. Bare asset name. |
Returns: audio, assets, warnings, message.
audio.cue_add_attenuation (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
name | string | |
wave | string |
Returns: cue, root, nodes, warnings.
audio.cue_add_delay (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
name | string | |
wave | string |
Returns: cue, root, nodes, warnings.
audio.cue_add_loop (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
name | string | |
wave | string |
Returns: cue, root, nodes, warnings.
audio.cue_add_mixer (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
name | string | |
wave | string |
Returns: cue, root, nodes, warnings.
audio.cue_add_modulator (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
name | string | |
wave | string |
Returns: cue, root, nodes, warnings.
audio.cue_add_random (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
name | string | |
wave | string |
Returns: cue, root, nodes, warnings.
audio.cue_add_wave_player (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
name | string | |
wave | string |
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.
| Argument | Type | Description |
|---|---|---|
child | string | required. |
pin | integer | Default 0. |
Returns: cue, root, nodes, warnings.
audio.cue_graph_disconnect (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
child | string | required. |
pin | integer | Default 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.
| Argument | Type | Description |
|---|---|---|
node | string | required. |
Returns: cue, root, nodes, warnings.
audio.cue_graph_set_root (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
node | string | required. |
Returns: cue, root, nodes, warnings.
audio.dialogue_add_context_mapping (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
wave | string | required. |
speaker | string | required. |
targets | array of string |
Returns: asset, gender, plurality, mappings.
audio.dialogue_create_voice (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
Returns: asset, gender, plurality, mappings.
audio.dialogue_create_wave (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
name | string | required. |
Returns: asset, gender, plurality, mappings.
audio.dialogue_get_voice (risk 0, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Audio asset path or unique name. |
Returns: asset, gender, plurality, mappings.
audio.dialogue_list_context_mappings (risk 0, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Audio asset path or unique name. |
Returns: asset, gender, plurality, mappings.
audio.dialogue_set_voice_gender_plurality (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
gender | integer | Default 0. |
plurality | integer | Default 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.
| Argument | Type | Description |
|---|---|---|
source | string | required. Source SoundBase asset path, for example /Engine/EngineSounds/WhiteNoise. |
folder | string | required. Destination content folder under /Game. |
name | string | required. 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.
| Argument | Type | Description |
|---|---|---|
duration | number | Fade duration in seconds, zero stops or applies immediately. Default 0.0. |
volume | number | Target 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.
| Argument | Type | Description |
|---|---|---|
asset | string | required. 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.
| Argument | Type | Description |
|---|---|---|
folder | string | Content root to scan; defaults to /Game. Default TEXT("/Game"). |
nameContains | string | Optional case-insensitive asset-name fragment. |
recursive | boolean | Include subfolders. Default true. |
kind | string | Asset 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.
| Argument | Type | Description |
|---|---|---|
folder | string | Content root to scan; defaults to /Game. Default TEXT("/Game"). |
nameContains | string | Optional case-insensitive asset-name fragment. |
recursive | boolean | Include subfolders. Default true. |
kind | string | Asset 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.
| Argument | Type | Description |
|---|---|---|
volume | number | Volume multiplier, non-negative. Default 1.0. |
pitch | number | Pitch multiplier, greater than zero. Default 1.0. |
startTime | number | Offset in seconds from the start. Default 0.0. |
location | {x,y,z} | World position in centimetres for audio.play_at_location. |
attenuation | string | Optional SoundAttenuation asset for audio.play_at_location. |
concurrency | string | Optional 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.
| Argument | Type | Description |
|---|---|---|
volume | number | Volume multiplier, non-negative. Default 1.0. |
pitch | number | Pitch multiplier, greater than zero. Default 1.0. |
startTime | number | Offset in seconds from the start. Default 0.0. |
location | {x,y,z} | World position in centimetres for audio.play_at_location. |
attenuation | string | Optional SoundAttenuation asset for audio.play_at_location. |
concurrency | string | Optional 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.
| Argument | Type | Description |
|---|---|---|
name | string | required. SoundCue or MetaSound parameter name. |
value | boolean | Parameter 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.
| Argument | Type | Description |
|---|---|---|
name | string | required. SoundCue or MetaSound parameter name. |
value | number | Parameter 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.
| Argument | Type | Description |
|---|---|---|
properties | array of UeaAudioProperty | required. 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.
| Argument | Type | Description |
|---|---|---|
parent | string | SoundSubmixBase 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.
| Argument | Type | Description |
|---|---|---|
soundClass | string | required. |
volume | number | Default 1. |
pitch | number | Default 1. |
lowPass | number | Default 20000. |
children | boolean | Default false. |
Returns: asset, effects, children, adjusters.
audio.sound_mix_list_adjusters (risk 0, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
asset | string | required. 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.
| Argument | Type | Description |
|---|---|---|
label | string | Actor label used later as the component reference. Default TEXT("AudioSmokeActor"). |
location | {x,y,z} | World position in centimetres. |
play | boolean | Start 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).
| Argument | Type | Description |
|---|---|---|
component | string | required. 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.
| Argument | Type | Description |
|---|---|---|
effect | string | required. |
Returns: asset, effects, children, adjusters.
audio.submix_clear_effects (risk 5, mutates, destructive, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Audio asset path or unique name. |
Returns: asset, effects, children, adjusters.
audio.submix_list_children (risk 0, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Audio asset path or unique name. |
Returns: asset, effects, children, adjusters.
audio.submix_list_effects (risk 0, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Audio asset path or unique name. |
Returns: asset, effects, children, adjusters.
audio.submix_remove_effect (risk 3, mutates, destructive, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
index | integer | Default 0. |
Returns: asset, effects, children, adjusters.
audio.submix_set_parent (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
parent | string | SoundSubmixBase path to use as parent; empty removes the existing parent. |
Returns: asset, effects, children, adjusters.
audio.wave_audit (risk 0, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Audio asset path or unique name. |
Returns: audio, assets, warnings, message.
audio.wave_get_cooking (risk 0, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Audio asset path or unique name. |
Returns: audio, assets, warnings, message.
audio.wave_get_format (risk 0, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Audio asset path or unique name. |
Returns: audio, assets, warnings, message.
audio.wave_info (risk 0, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Audio asset path or unique name. |
Returns: audio, assets, warnings, message.
audio.wave_set_compression (risk 2, mutates, smoke)
No description.
| Argument | Type | Description |
|---|---|---|
properties | array of UeaAudioProperty | required. 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.
| Argument | Type | Description |
|---|---|---|
properties | array of UeaAudioProperty | required. 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.
| Argument | Type | Description |
|---|---|---|
properties | array of UeaAudioProperty | required. Public, editable properties to update. Unknown, non-editable and engine-version-specific properties are reported as warnings. |
Returns: audio, assets, warnings, message.