Managing Sound Sources
A Sound Source is just an extension of an Audio Source. You can access the audio source by simply using SoundSource.audioSource
.
Creating a Sound Source
Creating a sound source can be done in a single line. Here we create a sound source with the name FX.
SoundSource fxSource = USoundManager.CreateNewCustom("FX");
Remember, sound source names need to be unique (except for copies). We can create a copy of FX as so:
SoundSource fxCopy = fxSource.CreateCopy("FX Copy");
Getting a Sound Source
Defaults
You can access the default one-shot and background music sound sources by their cached variables.
SoundSource oneShotSource = USoundManager.defaultOneShotSource;
SoundSource bgmSource = USoundManager.defaultBGMSource;
Custom
You can find a custom sound source with it's unique name.
SoundSource soundSource = USoundManager.FindCustom("Unique Name");
Copy
A copy of a sound source is saved in the sound source that was copied. Copies are for very niche purposes and there is no 'good' way of getting one.
// Getting a copy by name (returns the first one with the provided name)
SoundSource copy = mainSoundSource.GetCopy("Copy Name");
// Getting a copy by index
SoundSource copy = mainSoundSource.GetCopy(0);
It's recommended that a copy is cached when created if you need to edit it's values for whatever reason.
SoundSource copy = mainSoundSource.CreateCopy("Copy Name");
The name of a copy does not need to be unique.
Deleting a Sound Source
Default sound sources cannot be deleted. A main sound source can be deleted like this:
USoundManager.DeleteCustom("Name");
A copy must be deleted from the main sound source that was copied.
// Deleting by name
mainSoundSource.DeleteCopy("Copy Name");
// Deleting by index
mainSoundSource.DeleteCopy(0);
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