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Unreal Engine C++ API Reference > Runtime > AudioExtensions
References
Module | AudioExtensions |
Header | /Engine/Source/Runtime/AudioExtensions/Public/IAudioEndpoint.h |
Include | #include "IAudioEndpoint.h" |
Syntax
class IAudioEndpoint
Remarks
Class that allows audio to be sent to an arbitrary locale. This can be used for multi-device rendering, haptics systems, etc. Note that this only for interleaved audio buffers with no metadata for object-based or soundfield-based rendering. For those, see
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | Thread safe function to disconnect everything from this endpoint. | |
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bool | OPTIONAL OVERRIDES: For endpoints that do not explicitly fire a timed callback to poll audio data, this should be overridden to return true, and OnAudioCallback and GetDesiredNumFrames should be overridden. | |
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int32 | ||
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int32 | This should return the number of channels we should be sending to this endpoint. | |
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float | REQUIRED OVERRIDES: This should return the sample rate we should be sending to this endpoint. | |
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bool | Whether this endpoint is of an implemented type | |
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bool | OnAudioCallback
(
const TArrayView< const float >& InAudio, |
For endpoints that override EndpointRequiresCallback to return true, this callback will be called every (GetDesiredNumFrames() / GetSampleRate()) seconds. |
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Audio::FPatchInput | PatchNewInput
(
float ExpectedDurationPerRender, |
Create a new patch point for this endpoint. |
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void | PollSettings
(
TFunctionRef< void(const IAudioEndpointSettingsProxy*)> NewSettingsRetrieved |
Use this as a thread safe way to use the current settings posted to this IAudioEndpoint. |
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int32 | PopAudio
(
float* OutAudio, |
METHODS USED BY IMPLEMENTATIONS OF IAudioEndpoint: This is used by the IAudioEndpoint implementation to poll buffered audio to process or send to the endpoint. |
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void | If this audio endpoint hasn't spawned a seperate callback thread but requires a callback, this should be executed somewhere. | |
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void | If EndpointRequiresCallback() returns true, this can be used to manually run the callback. | |
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void | SetNewSettings
(
TUniquePtr< IAudioEndpointSettingsProxy >&& InNewSettings |
Post new settings for this endpoint. |
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void | If EndpointRequiresCallback() returns true, this can be used to spawn an async thread and begin calling OnAudioCallback. | |
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void |