> For the complete documentation index, see [llms.txt](https://bahnproductions.gitbook.io/bahnproductions-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://bahnproductions.gitbook.io/bahnproductions-docs/bahn-productions-ue-plugins/advanced-audio-system/foley-audio-system/api-references/aas_foleyanimnotify.md).

# AAS\_FoleyAnimNotify

```cpp
class ADVANCEDAUDIOSYSTEM_API UAAS_FoleyAnimNotify
```

#### **Properties**

```actionscript-3
static UAAS_FoleyAudioBankData* GlobalPreviewAudioBank;

mutable TWeakObjectPtr<UAAS_FoleyAudioComponent> AudioComponent;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AdvancedAudioSystem|AnimNotify", meta = (Categories = "Foley.Event"))
FGameplayTag FoleyEventTag;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AdvancedAudioSystem|AnimNotify")
EFoleyEventSide FoleyEventSide = EFoleyEventSide::None;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AdvancedAudioSystem|AnimNotify", meta = (DisplayName = "Animation Preview Audio Bank"))
UAAS_FoleyAudioBankData* AnimPreviewAudioBank;
	
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AdvancedAudioSystem|Audio")
float VolumeMultiplier = 1.0f;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AdvancedAudioSystem|Audio")
float PitchMultiplier = 1.0f;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AdvancedAudioSystem|Debug")
FColor VisLogDebugColor = FColor::Red;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AdvancedAudioSystem|Debug")
FString VisLogDebugText = TEXT("Footstep");
```

#### **Functions**

```actionscript-3
virtual FString GetNotifyName_Implementation() const override;

UFUNCTION(BlueprintType, BlueprintPure, Category = "AdvancedAudioSystem|AnimNotify")
bool GetAudioBank(USkeletalMeshComponent* MeshComp, UAAS_FoleyAudioBankData*& OutAudioBank, bool& bCanPlaySound) const;

UAAS_FoleyAudioComponent* GetAudioComponent(USkeletalMeshComponent* MeshComp) const;
```
