set_sound_wave_properties
Configure imported USoundWave tunables and looping via reflection, merging only supplied settings and clamping values to valid ranges.
Instructions
Author USoundWave tunables on an imported sound wave via reflection (partial merge + clamp).
Returns: { sound_wave_path: string, asset_class: string, settings: object, applied_keys: [string], applied_looping: bool, looping: bool, saved: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| looping | No | Optional bool; sets the bLooping bitfield directly (when this sound is played directly, not via a cue). | |
| settings | No | Object of USoundWave/USoundBase UPROPERTY fields to merge; absent keys untouched. e.g. CompressionQuality(1..100), SampleRateQuality(Max/High/Medium/Low/Min), SoundGroup(SOUNDGROUP_Default/SOUNDGROUP_Effects/SOUNDGROUP_UI/SOUNDGROUP_Music/SOUNDGROUP_Voice), SoundAssetCompressionType(BinkAudio/ADPCM/PCM/Opus/PlatformSpecific/ProjectDefined), Volume(>=0), Pitch(0.125..4.0), Priority(0..100), VirtualizationMode(Disabled/PlayWhenSilent/Restart/SeekRestart), SoundClassObject(asset path), AttenuationSettings(asset path). Do NOT put `bLooping` here — use the `looping` param. | |
| sound_wave_path | Yes | Full content path of the target USoundWave (e.g. /Game/Audio/MySound). |