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Unreal Engine C++ API Reference > Runtime > AudioExtensions
Inheritance Hierarchy
- IModularFeature
- IAudioEndpointFactory
References
Module | AudioExtensions |
Header | /Engine/Source/Runtime/AudioExtensions/Public/IAudioEndpoint.h |
Include | #include "IAudioEndpoint.h" |
Syntax
class IAudioEndpointFactory : public IModularFeature
Remarks
This factory is used to expose Endpoint types to the editor. Once a factory is constructed and RegisterEndpointType is called, it will be exposed as a type of endpoint That a submix in the submix graph could be constructed with.
Variables
Type | Name | Description | |
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bool | bIsImplemented |
Destructors
Type | Name | Description | |
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Virtual destructor |
Functions
Type | Name | Description | |
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TUniquePtr< IAudioEndpoint > | CreateNewEndpointInstance
(
const FAudioPluginInitializationParams& InitInfo, |
Called for every new endpoint submix created with this factory's endpoint type. |
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IAudioEndpointFactory * | Get a registered endpoint factory by name. | |
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TArray< FName > | ||
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UClass * | Should return the StaticClass of this factory's implementation of UAudioEndpointSettingsBase. | |
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const UAudioEndpointSettingsBase * | Return the settings an endpoint should use | |
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IAudioEndpointFactory * | ||
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FName | Get the name for the endpoint type that this factory produces. | |
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FName | This is used when calling IModularFeatures::Get().RegisterModularFeature for IAudioEndpointFactory implementations. | |
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FName | This is a special cased name for endpoint submixes that render directly to the default audio device in Audio::FMixerDevice::OnProcessAudioStream. | |
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void | RegisterEndpointType
(
IAudioEndpointFactory* InFactory |
This needs to be called to make a soundfield format usable by the engine. |
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void | UnregisterEndpointType
(
IAudioEndpointFactory* InFactory |
This needs to be called it an implementation of ISoundfieldFactory is about to be destroyed. |