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QuartzQuantizedCommand that basically no-ops, so the game thread can get notified on a musical boundary.
| Name | FQuantizedNotify |
| Type | class |
| Header File | /Engine/Source/Runtime/AudioMixer/Public/Quartz/AudioMixerQuantizedCommands.h |
| Include Path | #include "Quartz/AudioMixerQuantizedCommands.h" |
Syntax
class FQuantizedNotify : public IQuartzQuantizedCommand
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FQuantizedNotify
(
float InMsOffset |
Ctor | Quartz/AudioMixerQuantizedCommands.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FQuantizedNotify() |
Dtor | Quartz/AudioMixerQuantizedCommands.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetCommandName() |
Quartz/AudioMixerQuantizedCommands.h | ||
virtual EQuartzCommandType GetCommandType() |
Quartz/AudioMixerQuantizedCommands.h | ||
virtual TSharedPtr< IQuartzQuantizedCommand > GetDeepCopyOfDerivedObject() |
Quartz/AudioMixerQuantizedCommands.h | ||
virtual void OnQueuedCustom
(
const FQuartzQuantizedCommandInitInfo& InCommandInitInfo |
Quartz/AudioMixerQuantizedCommands.h | ||
virtual int32 OverrideFramesUntilExec
(
int32 NumFramesUntilExec |
Quartz/AudioMixerQuantizedCommands.h | ||
virtual bool RequiresAudioDevice() |
Quartz/AudioMixerQuantizedCommands.h |