Sound
Playing a clip from a blueprint, and the handle every later node needs to reach it again.
Seven nodes for the sound an interface makes: the click of a button, a hover tick, an ambience a Page starts while it is up. The music and effects a story plays belong to the story and are written as /bgm and /sound rows there.
Conventions
- Every one of them is latent. They declare
eventandmacro, so none can appear in afunctiongraph or back a Blueprint Value. Play Soundhands back a handle, and the other six take it. The handle names the playing clip, not the asset — start the same clip twice and you have two handles that stop, seek and fade independently.- The clip is chosen on the card.
Audio Clippicks the asset andTrackpicks the audio track it plays on, so the player's volume for that track applies. TheAsset Idpin is for the case where the clip is decided at run time.
Play Sound
blueprint.sound.play · Latent
Starts a clip and returns the handle that reaches it afterwards.
| Pin | Direction | Type | Notes |
|---|---|---|---|
in | in · exec | — | |
assetId | in · data | string | Optional. Overrides the card's Audio Clip, for a clip chosen at run time. |
loop | in · data | boolean | Optional, literal. |
volume | in · data | float | Optional, literal. |
fadeIn | in · data | float | Optional, literal. Seconds. |
next | out · exec | — | |
handle | out · data | SoundHandle | What every other node in this category takes. |
On-card fields
| Field | What |
|---|---|
Audio Clip | The audio asset to play. |
Track | The project audio track it plays on, so the player's volume for that track applies. |
Stop Sound
blueprint.sound.stop · Latent
| Pin | Direction | Type | Notes |
|---|---|---|---|
in | in · exec | — | |
handle | in · data | SoundHandle | Optional. |
fade | in · data | float | Optional, literal. Seconds. |
next | out · exec | — |
Pause Sound
blueprint.sound.pause · Latent
| Pin | Direction | Type | Notes |
|---|---|---|---|
in | in · exec | — | |
handle | in · data | SoundHandle | |
next | out · exec | — |
Resume Sound
blueprint.sound.resume · Latent
| Pin | Direction | Type | Notes |
|---|---|---|---|
in | in · exec | — | |
handle | in · data | SoundHandle | |
next | out · exec | — |
Seek Sound
blueprint.sound.seek · Latent
| Pin | Direction | Type | Notes |
|---|---|---|---|
in | in · exec | — | |
handle | in · data | SoundHandle | |
time | in · data | float | Literal. Seconds from the start of the clip. |
next | out · exec | — |
Set Sound Volume
blueprint.sound.setVolume · Latent
| Pin | Direction | Type | Notes |
|---|---|---|---|
in | in · exec | — | |
handle | in · data | SoundHandle | |
volume | in · data | float | Optional, literal. |
fade | in · data | float | Optional, literal. Seconds — this is how a clip is ducked under a line rather than cut. |
next | out · exec | — |
Is Sound Playing
blueprint.sound.isPlaying · Latent
| Pin | Direction | Type | Notes |
|---|---|---|---|
in | in · exec | — | |
handle | in · data | SoundHandle | |
next | out · exec | — | |
isPlaying | out · data | boolean |