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Unreal Engine C++ API Reference > Plugins > Synthesis > SynthComponents
Inheritance Hierarchy
- USceneComponent
- USynthComponent
- USynthSamplePlayer
References
Module | Synthesis |
Header | /Engine/Plugins/Runtime/Synthesis/Source/Synthesis/Classes/SynthComponents/SynthComponentWaveTable.h |
Include | #include "SynthComponents/SynthComponentWaveTable.h" |
Syntax
UCLASS (ClassGroup=Synth, Meta=(BlueprintSpawnableComponent))
class USynthSamplePlayer : public USynthComponent
Variables
Type | Name | Description | |
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bool | bIsLoaded | |
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FOnSampleLoaded | OnSampleLoaded | |
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FOnSamplePlaybackProgress | OnSamplePlaybackProgress | |
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Audio::TSampleBuffer< int16 > | SampleBuffer | |
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Audio::FSampleBufferReader | SampleBufferReader | |
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float | SampleDurationSec | |
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float | SamplePlaybackProgressSec | |
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TObjectPtr< USoundWave > | SoundWave | |
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Audio::FSoundWavePCMLoader | SoundWaveLoader |
Constructors
No constructors are accessible with public or protected access.
Destructors
No destructors are accessible with public or protected access.
Functions
Type | Name | Description | |
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float | ||
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float | ||
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float | ||
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bool | IsLoaded () |
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void | ||
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void | SeekToTime
(
float TimeSec, |
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void | SetPitch
(
float InPitch, |
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void | SetScrubMode
(
bool bScrubMode |
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void | SetScrubTimeWidth
(
float InScrubTimeWidthSec |
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void | SetSoundWave
(
USoundWave* InSoundWave |
This will override the current sound wave if one is set, stop audio, and reload the new sound wave. |