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API > API/Plugins > API/Plugins/AudioSynesthesia
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAudioAnalyzerAssetBase
- UAudioAnalyzerNRT
- UAudioSynesthesiaNRT
- ULoudnessNRT
References
| Module | AudioSynesthesia |
| Header | /Engine/Plugins/Runtime/AudioSynesthesia/Source/AudioSynesthesia/Classes/LoudnessNRT.h |
| Include | #include "LoudnessNRT.h" |
Syntax
UCLASS&40;Blueprintable&41;
class ULoudnessNRT : public UAudioSynesthesiaNRT
Remarks
ULoudnessNRT calculates the temporal evolution of perceptual loudness for a given sound. Loudness is available for individual channels or the overall sound asset. Normalized loudness values convert the range to 0.0 to 1.0 where 0.0 is the noise floor and 1.0 is the maximum loudness of the particular sound.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< ULoudnessNRTSettings > | Settings | The settings for the audio analyzer. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ULoudnessNRT () |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | GetChannelLoudnessAtTime
(
const float InSeconds, |
Get a specific channel loudness of the analyzed sound at a given time. | |
| void | GetLoudnessAtTime
(
const float InSeconds, |
Get the overall loudness of the analyzed sound at a given time. | |
| void | GetNormalizedChannelLoudnessAtTime
(
const float InSeconds, |
Get a specific channel normalized loudness of the analyzed sound at a given time. | |
| void | GetNormalizedLoudnessAtTime
(
const float InSeconds, |
Get the normalized overall loudness of the analyzed sound at a given time. |
Overridden from UAudioAnalyzerNRT
| Type | Name | Description | |
|---|---|---|---|
| FName | Return the name of the IAudioAnalyzerNRTFactory associated with this UAudioAnalyzerNRT | ||
| TUniquePtr< Audio::IAnalyzerNRTSettings > | GetSettings
(
const float InSampleRate, |
Convert ULoudnessNRTSettings to FLoudnessNRTSettings |
Overridden from UAudioAnalyzerAssetBase
| Type | Name | Description | |
|---|---|---|---|
| FText | GetAssetActionName() returns the FText displayed in the editor. | ||
| UClass * | GetSupportedClass() returns the class which should be associated with these asset actions. |