Sound Classes & Submixes¶
The bus/category routing system. Classes group sources; Submixes are the output endpoints.
SoundClass¶
A USoundClass is a category (Music, SFX, Dialogue, UI). Sources reference their class; properties propagate down a class hierarchy.
| Property | Effect |
|---|---|
| Volume | Per-class master volume |
| Pitch | Per-class pitch scalar |
| Parent Class | Inherit settings |
| Stereo Bleed | Cross-channel bleed for stereo sources |
| LFE Bleed | Low-frequency channel mix |
| Low Pass Filter Frequency | Per-class LPF |
SoundMix¶
A snapshot of (SoundClass → Volume/Pitch/LPF) overrides. Push at runtime to duck music during dialogue:
UGameplayStatics::PushSoundMixModifier(World, DialogueMix);
// later
UGameplayStatics::PopSoundMixModifier(World, DialogueMix);
Submix¶
USoundSubmix is the audio output bus. Sources go through a chain of submixes (e.g. SFX_Submix → Master_Submix). Submixes can have submix effects:
- Compressor
- EQ
- Convolution Reverb
- Multiband Compressor
- Submix Delay
- Custom MetaSound submix patch
Routing example¶
Footstep Sound → SFX_Class → SFX_Submix → Master_Submix → Output
Music_Stream → Music_Class → Music_Submix (Compressor) → Master_Submix
Console commands¶
au.SubmixUtilityDisplayInfo 1 # show submix graph
au.LogPlayingSounds 1 # log every voice
au.3dVisualize.Enabled 1 # visualize attenuation cones