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Unreal Engine C++ API Reference > Runtime > AudioMixer
Classes
Type | Name | Description | |
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FPersistentQuartzSubsystemData | Data that the UQuartzSubsystem needs to persist on the AudioDevice across UWorld shutdown/startup | |
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FQuantizedNotify | QuartzQuantizedCommand that basically no-ops, so the game thread can get notified on a musical boundary. | |
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FQuantizedOtherClockStart | QuartzQuantizedCommand that starts a second clock on a sample-accurate boundary. | |
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FQuantizedPlayCommand | QuartzQuantizedCommand that plays a sound on a sample-accurate boundary. | |
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FQuantizedQueueCommand | ||
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FQuantizedTickRateChange | QuartzQuantizedCommand that changes the TickRate of a clock on a sample-accurate boundary (i.e. BPM changes) | |
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FQuantizedTransportReset | QuartzQuantizedCommand that resets the transport of a clock's metronome on a sample-accurate boundary. | |
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FQuartzClock | FQuartzClock: This class receives, schedules, and fires quantized commands. | |
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FQuartzClockManager | Class that owns, updates, and provides access to all active clocks All methods are thread-safe. | |
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FQuartzClockProxy | FQuartzClockProxy: This class is a C++ handle to the underlying clock. | |
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FQuartzMetronome | Class to track the passage of musical time, and allow subscribers to be notified when these musical events take place. | |
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FQuartzTickableObjectsManager | ||
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UQuartzClockHandle | This class is a BP / Game thread wrapper around FQuartzClockProxy (to talk to the underlying clock) | |
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UQuartzSubsystem |