set_sound_class_properties
Update a USoundClass asset's volume, pitch, filters, routing, and loading flags in one undoable transaction, then save the changes.
Instructions
Write the given FSoundClassProperties fields of a USoundClass asset (volume, pitch, filters, routing and loading flags) in one undoable transaction, then save it. Only fields you pass change; values are not range-checked and unknown enum names are skipped. Returns every current value plus applied_ flags and saved.
Returns: { sound_class_path: string, success: bool, volume: float, pitch: float, low_pass_frequency: float, attenuation_distance_scale: float, lfe_bleed: float, voice_center_channel_volume: float, radio_filter_volume: float, radio_filter_volume_threshold: float, default_2d_reverb_send_amount: float, apply_effects: bool, always_play: bool, is_ui_sound: bool, is_music: bool, center_channel_only: bool, apply_ambient_volumes: bool, reverb: bool, output_target: string, loading_behavior: string, applied_volume: bool, applied_pitch: bool, applied_low_pass_frequency: bool, applied_attenuation_distance_scale: bool, applied_lfe_bleed: bool, applied_voice_center_channel_volume: bool, applied_radio_filter_volume: bool, applied_radio_filter_volume_threshold: bool, applied_default_2d_reverb_send_amount: bool, applied_apply_effects: bool, applied_always_play: bool, applied_is_ui_sound: bool, applied_is_music: bool, applied_center_channel_only: bool, applied_apply_ambient_volumes: bool, applied_reverb: bool, applied_output_target: bool, applied_loading_behavior: bool, saved: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| pitch | No | Pitch multiplier for sounds of this class (Properties.Pitch), e.g. 1.2 | |
| reverb | No | Bool for Properties.bReverb (Send to Master Reverb Submix): send referencing sounds to the reverb submix | |
| volume | No | Volume multiplier for sounds of this class (Properties.Volume), e.g. 0.5 for half | |
| is_music | No | Bool for Properties.bIsMusic: mark the class as music (propagates to child classes only when the parent is true) | |
| lfe_bleed | No | Amount of the sound sent to the LFE (subwoofer) channel (Properties.LFEBleed) | |
| always_play | No | Bool for Properties.bAlwaysPlay: inflate the priority of referencing sounds so they always play | |
| is_ui_sound | No | Bool for Properties.bIsUISound: sounds of this class keep playing while the game is paused in the UI | |
| apply_effects | No | Bool for Properties.bApplyEffects (Output to Master EQ Submix): route referencing sounds to the Master EQ submix | |
| output_target | No | Properties.OutputTarget enum name (Speaker|Controller|ControllerFallbackToSpeaker); case-insensitive, ignored if unrecognized. | |
| loading_behavior | No | Properties.LoadingBehavior enum name (Inherited|RetainOnLoad|PrimeOnLoad|LoadOnDemand|ForceInline); case-insensitive, ignored if unrecognized. | |
| sound_class_path | Yes | Content path of the USoundClass asset. | |
| low_pass_frequency | No | Low-pass filter cutoff frequency in Hz (Properties.LowPassFilterFrequency) | |
| center_channel_only | No | Bool for Properties.bCenterChannelOnly: force sounds of this class to the center channel | |
| radio_filter_volume | No | Volume of the legacy radio filter effect (Properties.RadioFilterVolume) | |
| apply_ambient_volumes | No | Bool for Properties.bApplyAmbientVolumes: apply the Interior/Exterior volume and low-pass modifiers | |
| attenuation_distance_scale | No | Scale on the distance used for attenuation (Properties.AttenuationDistanceScale): 0.5 attenuates a sound 1000 units away as if it were 500 away | |
| voice_center_channel_volume | No | Amount sent to the center channel (Properties.VoiceCenterChannelVolume); does not propagate to child classes | |
| default_2d_reverb_send_amount | No | Reverb send amount for unattenuated (2D) sounds of this class (Properties.Default2DReverbSendAmount) | |
| radio_filter_volume_threshold | No | Volume at which the legacy radio filter kicks in (Properties.RadioFilterVolumeThreshold) |