Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/UAudioComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/AudioComponent.h |
| Include | #include "Components/AudioComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/AudioComponent.cpp |
UFUNCTION (BlueprintCallable, Category="Audio|Components|Audio",
Meta=(WorldContext="WorldContextObject", AdvancedDisplay="3", UnsafeDuringActorConstruction="true", Keywords="play", AutoCreateRefTerm="InDelegate"))
virtual void PlayQuantized
(
const UObject * WorldContextObject,
UPARAM UQuartzClockHandle *& InClockHandle,
UPARAM FQuartzQuantizationBoundary & InQuantizationBoundary,
const FOnQuartzCommandEventBP & InDelegate,
float InStartTime,
float InFadeInDuration,
float InFadeVolumeLevel,
EAudioFaderCurve InFadeCurve
)
Remarks
Start a sound playing on an audio component on a given quantization boundary with the handle to an existing clock