Audio
11 read and cannot change your project. 16 write, and every write is read back off the object before it is reported.
27 of 27 shown
Reading 11
Safe to call at any time. Nothing is modified and no transaction is opened.
- Audit Audio
hf_audit_audioSweep for audio faults that never announce themselves.read-only - Describe Attenuation
hf_describe_attenuationEvery setting on an attenuation asset, read by reflection, plus notes for the combinations that are switched on and still do nothing: occlusion with the filter left wide open is...read-only - Describe Audio Budget
hf_describe_audio_budgetWhat the project's audio costs, sorted by the sounds costing the most, broken down by loading behaviour.read-only - Describe Audio Settings
hf_describe_audio_settingsThe project's audio defaults: default sound class, default concurrency, base sound mix and the stream cap.read-only - Describe Concurrency
hf_describe_concurrencyA concurrency asset's limit and the rule it uses when the limit is hit.read-only - Describe Reverb Effect
hf_describe_reverb_effectEvery setting on a reverb effect asset, read by reflection so nothing is missed when the engine changes the struct between versions.read-only - Describe Sound
hf_describe_soundEverything an asset says about itself: duration, channels, sample rate, compression, loading behaviour, attenuation, sound class, concurrency and an estimate of what it costs re...read-only - Describe Sound Class
hf_describe_sound_classOne sound class in full: every property of its settings struct, its parent, its children, and the passive mixes it triggers.read-only - Describe Sound Cue
hf_describe_sound_cueWhat a Sound Cue is made of: its nodes, and every Sound Wave it can reach.read-only - Describe Sound Mix
hf_describe_sound_mixA sound mix's class adjusters and its own settings.read-only - Describe Submix
hf_describe_submixA submix's place in the graph and its effect chain.read-only
Writing 16
Each call opens an undoable transaction and reports exactly what it changed.
- Add Sound Cue Node
hf_add_sound_cue_nodeAdd a node to a sound cue graph.mutating - Batch Set Loading Behavior
hf_batch_set_loading_behaviorSet the loading behaviour on every LOADED sound wave under a path.mutating - Connect Sound Cue Nodes
hf_connect_sound_cue_nodesWire one cue node into another's child slot, or make a node the cue's root.mutating - Create Attenuation
hf_create_attenuationCreate a Sound Attenuation asset.mutating - Create Concurrency
hf_create_concurrencyCreate a Sound Concurrency asset.mutating - Create Sound Class
hf_create_sound_classCreate a Sound Class asset.mutating - Create Sound Cue
hf_create_sound_cueCreate a Sound Cue, optionally with a wave player already wired as its first node.mutating - Create Sound Mix
hf_create_sound_mixCreate a Sound Mix asset.mutating - Create Submix
hf_create_submixCreate a Sound Submix.mutating - Remove Sound Cue Node
hf_remove_sound_cue_nodeRemove a node from a sound cue.destructive - Set Attenuation
hf_set_attenuationSet one property on an attenuation asset.mutating - Set Sound Class Parent
hf_set_sound_class_parentMove a sound class under a different parent, or detach it to a root.mutating - Set Sound Mix Adjuster
hf_set_sound_mix_adjusterAdd, change or remove the adjuster a sound mix applies to one sound class.mutating - Set Sound Settings
hf_set_sound_settingsSet the routing and memory settings on a sound: attenuation, sound class, and for a Sound Wave the loading behaviour.mutating - Set Sound Wave Compression
hf_set_sound_wave_compressionSet a sound wave's compression quality and sound group.mutating - Set Submix Effect Chain
hf_set_submix_effect_chainReplace a submix's effect chain, or reparent it.mutating
No tool in this area matches that filter.