Add Sound Cue Node
Add a node to a sound cue graph. The node is created and left UNWIRED: it belongs to the cue and is reached by nothing until hf_connect_sound_cue_nodes attaches it.
hf_add_sound_cue_nodeWriteArguments
| Name | Type | Description |
|---|---|---|
node_classreq | string | C++ class name without the leading U, e.g. SoundNodeRandom or SoundNodeWavePlayer. |
sound_cuereq | string | |
force | boolean = false | Edit even when the asset cannot currently be saved - for example when revision control is configured but disconnected. The change will be made in memory and WILL BE LOST unless the underlying problem is fixed before saving. Only pass this if you intend to discard the work or fix the connection first. |
make_first_node | boolean = false | Also make this the cue's root, replacing whatever was there. |
sound_wave | string | For a wave player node, the wave it should play. |
Related tools
Nearby in Audio:
- Audit Audio
- Batch Set Loading Behavior
- Connect Sound Cue Nodes
- Create Attenuation
- Create Concurrency
- Create Sound Class
- Create Sound Cue
- Create Sound Mix
All 27 tools in Audio — 18 more not listed here.