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| Name | FActiveSound |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/ActiveSound.h |
| Include Path | #include "ActiveSound.h" |
Syntax
struct FActiveSound : public ISoundModulatable
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActiveSound
(
const FActiveSound& |
ActiveSound.h | ||
FActiveSound () |
ActiveSound.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FActiveSound() |
ActiveSound.h |
Structs
| Name | Remarks |
|---|---|
| FAsyncTraceDetails |
Enums
Public
| Name | Remarks |
|---|---|
| EFadeOut |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ActiveSoundTraceDelegate | FTraceDelegate | ActiveSound.h | |
| TraceToActiveSoundMap | TMap< FTraceHandle, FAsyncTraceDetails > | ActiveSound.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttenuationSettings | FSoundAttenuationSettings | ActiveSound.h | ||
| AudioDevice | FAudioDevice * | ActiveSound.h | ||
| AudioVolumeID | uint32 | ActiveSound.h | ||
| AudioVolumeSubmixSendSettings | TArray< FAudioVolumeSubmixSendSettings > | ActiveSound.h | ||
| bAllowSpatialization | uint8 | Is this sound allowed to be spatialized? | ActiveSound.h | |
| bAlwaysPlay | uint8 | Whether to artificially prioritize the component to play | ActiveSound.h | |
| bApplyInteriorVolumes | uint8 | Whether some part of this sound will want interior sounds to be applied | ActiveSound.h | |
| bApplyRadioFilter | uint8 | If true, this sound will not be stopped when flushing the audio device. | ActiveSound.h | |
| bAsyncOcclusionPending | FThreadSafeBool | Whether or not there is an async occlusion trace pending | ActiveSound.h | |
| bCenterChannelOnly | uint8 | Whether or not this sound class forces sounds to the center channel | ActiveSound.h | |
| bEnableBusSendRoutingOverride | uint8 | What the value of the enablement overrides are. | ActiveSound.h | |
| bEnableHighPassFilter | uint8 | Whether or not we have a low-pass filter enabled on this active sound. | ActiveSound.h | |
| bEnableLowPassFilter | uint8 | Whether or not we have a low-pass filter enabled on this active sound. | ActiveSound.h | |
| bEnableMainSubmixOutputOverride | uint8 | ActiveSound.h | ||
| bEnableSubmixSendRoutingOverride | uint8 | ActiveSound.h | ||
| bFinished | uint8 | Whether the current component has finished playing | ActiveSound.h | |
| bGotInteriorSettings | uint8 | Whether we have queried for the interior settings at least once | ActiveSound.h | |
| bHandleSubtitles | uint8 | If true, the AudioComponent will be notified when a Wave is started to handle subtitles | ActiveSound.h | |
| bHasActiveBusSendRoutingOverride | uint8 | Whether or not we are overriding the routing enablement options on sounds. | ActiveSound.h | |
| bHasActiveMainSubmixOutputOverride | uint8 | ActiveSound.h | ||
| bHasActiveSubmixSendRoutingOverride | uint8 | ActiveSound.h | ||
| bHasAttenuationSettings | uint8 | Does this sound have attenuation settings specified. | ActiveSound.h | |
| bHasCheckedOcclusion | uint8 | Whether or not the sound has checked if it was occluded already. | ActiveSound.h | |
| bHasExternalSubtitles | uint8 | If true, subtitles are being provided for the sound externally, so it still needs to make sure the sound plays to trigger the subtitles. | ActiveSound.h | |
| bHasNewBusSends | bool | Whether or not there are Source Bus Sends that have not been sent to the render thread. | ActiveSound.h | |
| bHasVirtualized | uint8 | Whether or not sound has been virtualized and then realized | ActiveSound.h | |
| bIgnoreForFlushing | uint8 | If true, this sound will not be stopped when flushing the audio device. | ActiveSound.h | |
| bIsAttenuationSettingsOverridden | uint8 | If this is true the active sound uses the overridden struct of the sound not the attenuation settings asset. | ActiveSound.h | |
| bIsFirstAttenuationUpdate | uint8 | ActiveSound.h | ||
| bIsMusic | uint8 | Whether or not this audio component is a music clip | ActiveSound.h | |
| bIsOccluded | FThreadSafeBool | Whether we were occluded the last time we checked | ActiveSound.h | |
| bIsPaused | uint8 | Whether or not the active sound is paused. Independently set vs global pause or unpause. | ActiveSound.h | |
| bIsPlayingAudio | uint8 | Whether or not this active sound is playing audio, as in making audible sounds. | ActiveSound.h | |
| bIsPreviewSound | uint8 | Whether or not this active sound is a preview sound | ActiveSound.h | |
| bIsStopping | uint8 | Whether or not the active sound is stopping. | ActiveSound.h | |
| bIsUISound | uint8 | Whether or not this sound plays when the game is paused in the UI | ActiveSound.h | |
| bLocationDefined | uint8 | Whether the Location of the component is well defined | ActiveSound.h | |
| bModulationRoutingUpdated | uint8 | ActiveSound.h | ||
| bRadioFilterSelected | uint8 | If true, the decision on whether to apply the radio filter has been made. | ActiveSound.h | |
| bReverb | uint8 | Whether or not the audio component should be excluded from reverb EQ processing | ActiveSound.h | |
| bShouldRemainActiveIfDropped | uint8 | Whether the wave instances should remain active if they're dropped by the prioritization code. | ActiveSound.h | |
| bShouldSourceBufferListenerZeroBuffer | bool | ActiveSound.h | ||
| bShouldStopDueToMaxConcurrency | uint8 | Whether or not to stop this active sound due to max concurrency | ActiveSound.h | |
| bStartedWithinNonBinauralRadius | uint8 | ActiveSound.h | ||
| bUpdateMultiEnvelopeValue | uint8 | Whether or not this active sound will update the average envelope value of every wave instance that plays a sound source. | ActiveSound.h | |
| bUpdatePlaybackTime | uint8 | Whether or not the active sound should update it's owning audio component's playback time. | ActiveSound.h | |
| bUpdatePlayPercentage | uint8 | Whether or not this active sound will update play percentage. | ActiveSound.h | |
| bUpdateSingleEnvelopeValue | uint8 | Whether or not this active sound will update the envelope value of every wave instance that plays a sound source. | ActiveSound.h | |
| bWarnedAboutOrphanedLooping | uint8 | For debugging purposes, output to the log once that a looping sound has been orphaned | ActiveSound.h | |
| ComponentVolumeFader | Audio::FVolumeFader | Fader that tracks component volume | ActiveSound.h | |
| ConcurrencyGroupData | TMap< FConcurrencyGroupID, FConcurrencySoundData > | The concurrent groups that this sound is actively playing in. | ActiveSound.h | |
| ConcurrencySet | TSet< TObjectPtr< USoundConcurrency > > | Optional USoundConcurrency to override for the sound. | ActiveSound.h | |
| CurrentInteriorLPF | float | ActiveSound.h | ||
| CurrentInteriorVolume | float | ActiveSound.h | ||
| CurrentOcclusionFilterFrequency | FDynamicParameter | The interpolated parameter for the low-pass frequency due to occlusion. | ActiveSound.h | |
| CurrentOcclusionVolumeAttenuation | FDynamicParameter | The interpolated parameter for the volume attenuation due to occlusion. | ActiveSound.h | |
| DebugColor | FColor | ActiveSound.h | ||
| EnvelopeFollowerAttackTime | int32 | Envelope follower attack and release time parameters. | ActiveSound.h | |
| EnvelopeFollowerReleaseTime | int32 | ActiveSound.h | ||
| FadeOut | EFadeOut | Type of fade out currently being applied | ActiveSound.h | |
| FocusData | FAttenuationFocusData | Cached data pertaining to focus system updated each frame | ActiveSound.h | |
| HighPassFilterFrequency | float | The high-pass filter frequency to apply if bEnableHighPassFilter is true. | ActiveSound.h | |
| InteriorSettings | FInteriorSettings | Cache what volume settings we had last time so we don't have to search again if we didn't move | ActiveSound.h | |
| LastLocation | FVector | Location last time playback was updated | ActiveSound.h | |
| LastOcclusionCheckTime | float | Last time we checked for occlusion | ActiveSound.h | |
| LastUpdateTime | double | To remember where the volumes are interpolating to and from. | ActiveSound.h | |
| LowPassFilterFrequency | float | The low-pass filter frequency to apply if bEnableLowPassFilter is true. | ActiveSound.h | |
| MaxDistance | float | The max distance this sound will be audible. | ActiveSound.h | |
| MaxSourceModulationValue | float | The source's final mixed Modulation value, used to evaluate VolumeConcurrency | ActiveSound.h | |
| MinCurrentPitch | float | ActiveSound.h | ||
| ModulationRouting | FSoundModulationDefaultRoutingSettings | ActiveSound.h | ||
| NewBusSends | TArray< TTuple< EBusSendType, FSoundSourceBusSendInfo > > | Bus send(s) that have not yet been sent to the render thread. | ActiveSound.h | |
| OcclusionCheckInterval | float | The time in seconds with which to check for occlusion from its closest listener | ActiveSound.h | |
| PitchMultiplier | float | ActiveSound.h | ||
| PlaybackTime | float | Duration between now and when the sound has been started. | ActiveSound.h | |
| PlaybackTimeNonVirtualized | float | If virtualized, duration between last time virtualized and now. | ActiveSound.h | |
| PreviousAudioVolumeSubmixSendSettings | TArray< FAudioVolumeSubmixSendSettings > | ActiveSound.h | ||
| Priority | float | The product of the component priority and the USoundBase priority | ActiveSound.h | |
| QuantizedRequestData | Audio::FQuartzQuantizedRequestData | Quantization information | ActiveSound.h | |
| RequestedStartTime | float | ActiveSound.h | ||
| SoundNodeData | TArray< uint8 > | ActiveSound.h | ||
| SoundNodeOffsetMap | TMap< UPTRINT, uint32 > | ActiveSound.h | ||
| SourceBufferListener | FSharedISourceBufferListenerPtr | Source buffer listener | ActiveSound.h | |
| SourceInteriorLPF | float | ActiveSound.h | ||
| SourceInteriorVolume | float | ActiveSound.h | ||
| SubtitlePriority | float | ActiveSound.h | ||
| Transform | FTransform | ActiveSound.h | ||
| UserIndex | uint8 | ActiveSound.h | ||
| VolumeConcurrency | float | The volume used to determine concurrency resolution for "quietest" active sound. | ActiveSound.h | |
| VolumeMultiplier | float | ActiveSound.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AudioComponentID | uint64 | ActiveSound.h | ||
| AudioComponentName | FName | ActiveSound.h | ||
| AudioComponentUserID | FName | ActiveSound.h | ||
| bEnableVirtualizationModeOverride | uint8 | ActiveSound.h | ||
| BusSendsOverride | TArray< FSoundSourceBusSendInfo > | Optional override for the source bus sends for the sound. | ActiveSound.h | |
| ClosestListenerIndex | int32 | Cached index to the closest listener. So we don't have to do the work to find it twice. | ActiveSound.h | |
| InstanceTransmitter | TSharedPtr< Audio::IParameterTransmitter > | ActiveSound.h | ||
| OwnerID | uint32 | ActiveSound.h | ||
| OwnerName | FName | ActiveSound.h | ||
| PlayOrder | uint32 | ActiveSound.h | ||
| Sound | TObjectPtr< USoundBase > | ActiveSound.h | ||
| SoundAttenuation | TObjectPtr< USoundAttenuation > | ActiveSound.h | ||
| SoundClassOverride | TObjectPtr< USoundClass > | Optional SoundClass to override for the sound. | ActiveSound.h | |
| SoundSubmixSendsOverride | TArray< FSoundSubmixSendInfo > | Optional override the submix sends for the sound. | ActiveSound.h | |
| SourceEffectChain | TObjectPtr< USoundEffectSourcePresetChain > | ActiveSound.h | ||
| VirtualizationModeOverride | EVirtualizationMode | ActiveSound.h | ||
| WaveInstances | TMap< UPTRINT, FWaveInstance * > | ActiveSound.h | ||
| World | TWeakObjectPtr< UWorld > | ActiveSound.h | ||
| WorldID | uint32 | ActiveSound.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddModulationRouting
(
const TSet< TObjectPtr< USoundModulatorBase > >& NewModulators, |
Adds additional Modulators to the ActiveSound, if possible. | ActiveSound.h | |
void AddReferencedObjects
(
FReferenceCollector& Collector |
ActiveSound.h | ||
void AddVolumeSubmixSends
(
FSoundParseParameters& ParseParams, |
Apply the submix sends to our parse params as appropriate | ActiveSound.h | |
FWaveInstance & AddWaveInstance
(
const UPTRINT WaveInstanceHash |
Add newly created wave instance to active sound | ActiveSound.h | |
void ApplyRadioFilter
(
const FSoundParseParameters& ParseParams |
Check whether to apply the radio filter | ActiveSound.h | |
bool CanDelete() |
Returns whether or not the active sound can be deleted. | ActiveSound.h | |
void ClearAudioComponent() |
ActiveSound.h | ||
void ClearTransmitter() |
ActiveSound.h | ||
void ClearVirtualizationModeOverride() |
Stop using the Virtualization Mode Override | ActiveSound.h | |
void CollectAttenuationShapesForVisualization
(
TMultiMap< EAttenuationShape::Type, FBaseAttenuationSettings::AttenuationShapeDetails >& ShapeDetai... |
ActiveSound.h | ||
int32 FindClosestListener () |
Determines which listener is the closest to the sound | ActiveSound.h | |
int32 FindClosestListener
(
const TArray< struct FListener >& InListeners |
Determines which of the provided listeners is the closest to the sound | ActiveSound.h | |
FWaveInstance * FindWaveInstance
(
const UPTRINT WaveInstanceHash |
Find an existing waveinstance attached to this audio component (if any) | ActiveSound.h | |
bool GetAlwaysPlay() |
Returns whether or not sound or any active wave instances it manages are set to always play | ActiveSound.h | |
uint64 GetAudioComponentID() |
ActiveSound.h | ||
FString GetAudioComponentName() |
ActiveSound.h | ||
FName GetAudioComponentUserID() |
ActiveSound.h | ||
void GetBusSends
(
EBusSendType BusSendType, |
Gets the sound source bus sends to use for this sound instance. | ActiveSound.h | |
int32 GetClosestListenerIndex() |
ActiveSound.h | ||
bool GetConcurrencyFadeDuration
(
float& OutFadeDuration |
ActiveSound.h | ||
void GetConcurrencyHandles
(
TArray< FConcurrencyHandle >& OutConcurrencyHandles |
Gets the sound concurrency handles applicable to this sound instance | ActiveSound.h | |
float GetConcurrencyPriority() |
The priority used for concurrency calculations | ActiveSound.h | |
| Creates a copy of the modulation configuration for all WaveInstances on this ActiveSound. | ActiveSound.h | ||
float GetHighestPriority
(
bool bIgnoreAlwaysPlay |
Returns the highest effective priority of the child wave instances. | ActiveSound.h | |
uint32 GetInstanceID() |
Returns a unique identifier for this active sound object | ActiveSound.h | |
TArray< TTuple< EBusSendType, FSoundSourceBusSendInfo > > const & GetNewBusSends() |
Lets the audio thread know if additional Source Bus Send information has been added | ActiveSound.h | |
FSoundOwnerObjectID GetOwnerID () |
Returns the unique ID of the active sound's owner if it exists. | ActiveSound.h | |
FString GetOwnerName() |
ActiveSound.h | ||
float GetPitch() |
ActiveSound.h | ||
uint32 GetPlayOrder() |
ActiveSound.h | ||
USoundBase * GetSound() |
ActiveSound.h | ||
USoundClass * GetSoundClass() |
Get the sound class to apply on this sound instance | ActiveSound.h | |
USoundSubmixBase * GetSoundSubmix() |
Get the sound submix to use for this sound instance | ActiveSound.h | |
void GetSoundSubmixSends
(
TArray< FSoundSubmixSendInfo >& OutSends |
Gets the sound submix sends to use for this sound instance. | ActiveSound.h | |
USoundEffectSourcePresetChain * GetSourceEffectChain() |
ActiveSound.h | ||
float GetTotalConcurrencyVolumeScale() |
Gets total concurrency gain stage based on all concurrency memberships of sound | ActiveSound.h | |
const Audio::IParameterTransmitter * GetTransmitter () |
ActiveSound.h | ||
| ActiveSound.h | |||
EVirtualizationMode GetVirtualizationMode() |
ActiveSound.h | ||
float GetVolume() |
Gets volume product all gain stages pertaining to active sound | ActiveSound.h | |
const TMap< UPTRINT, FWaveInstance * > & GetWaveInstances() |
ActiveSound.h | ||
TWeakObjectPtr< UWorld > GetWeakWorld() |
ActiveSound.h | ||
UWorld * GetWorld() |
ActiveSound.h | ||
uint32 GetWorldID() |
ActiveSound.h | ||
bool HasNewBusSends() |
Checks whether there are Source Bus Sends that have not yet been updated | ActiveSound.h | |
bool IsLooping() |
Whether or not the active sound is a looping sound. | ActiveSound.h | |
bool IsOneShot() |
Whether or not the active sound a one-shot sound. | ActiveSound.h | |
bool IsPlayingAudio() |
Whether or not the active sound is currently playing audible sound. | ActiveSound.h | |
bool IsPlayWhenSilent() |
Whether or not sound reference is valid and set to play when silent. | ActiveSound.h | |
void OverrideVirtualizationMode
(
EVirtualizationMode Mode |
Override the Virtualization settings set on Audio Component/Sound | ActiveSound.h | |
void ParseAttenuation
(
FSoundParseParameters& OutParseParams, |
Applies the active sound's attenuation settings to the input parse params using the given listener | ActiveSound.h | |
void ParseAttenuation
(
FSoundParseParameters& OutParseParams, |
Applies the active sound's attenuation settings to the input parse params using the given listener | ActiveSound.h | |
void RemoveModulationRouting
(
const TSet< TObjectPtr< USoundModulatorBase > >& NewModulators, |
Removes given Modulators from the ActiveSound, if possible. | ActiveSound.h | |
void RemoveWaveInstance
(
const UPTRINT WaveInstanceHash |
ActiveSound.h | ||
void ResetNewBusSends() |
Resets internal data of new Source Bus Sends | ActiveSound.h | |
void SetAttenuationSettingsAsset
(
TObjectPtr< USoundAttenuation > InSoundAttenuation |
ActiveSound.h | ||
void SetAttenuationSettingsOverride
(
bool bInIsAttenuationSettingsOverridden |
ActiveSound.h | ||
void SetAudioComponent
(
const UAudioComponent& Component |
ActiveSound.h | ||
void SetAudioComponent
(
const FActiveSound& ActiveSound |
ActiveSound.h | ||
void SetAudioDevice
(
FAudioDevice* InAudioDevice |
ActiveSound.h | ||
void SetNewModulationRouting
(
const FSoundModulationDefaultRoutingSettings& NewRouting |
Gives new Modulation Routing settings to the ActiveSound. | ActiveSound.h | |
void SetOwner
(
const AActor* Owner |
ActiveSound.h | ||
void SetPitch
(
float Value |
ActiveSound.h | ||
void SetSound
(
USoundBase* InSound |
ActiveSound.h | ||
void SetSoundClass
(
USoundClass* SoundClass |
ActiveSound.h | ||
void SetSourceBusSend
(
EBusSendType BusSendType, |
Sets the amount of audio from this active sound to send to the source bus. | ActiveSound.h | |
void SetSourceEffectChain
(
USoundEffectSourcePresetChain* InSourceEffectChain |
ActiveSound.h | ||
void SetSourceListener
(
FSharedISourceBufferListenerPtr InListener, |
ActiveSound.h | ||
void SetSubmixSend
(
const FSoundSubmixSendInfo& SubmixSendInfo |
Sets the amount of audio from this active sound to send to the submix. | ActiveSound.h | |
void SetVolume
(
float Value |
ActiveSound.h | ||
void SetWorld
(
UWorld* World |
ActiveSound.h | ||
void UpdateAttenuation
(
float DeltaTime, |
Updates the active sound's attenuation settings to the input parse params using the given listener | ActiveSound.h | |
void UpdateAttenuation
(
float DeltaTime, |
Updates the active sound's attenuation settings to the input parse params using the given listener | ActiveSound.h | |
void UpdateFocusData
(
float DeltaTime, |
Updates the provided focus data using the local | ActiveSound.h | |
| ActiveSound.h | |||
void UpdateWaveInstances
(
TArray< FWaveInstance* >& OutWaveInstances, |
Updates the wave instances to be played. | ActiveSound.h |
Overridden from ISoundModulatable
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual uint32 GetObjectId() |
ActiveSound.h | ||
virtual int32 GetPlayCount() |
ActiveSound.h | ||
virtual bool IsPreviewSound() |
ActiveSound.h | ||
virtual void Stop() |
ActiveSound.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FActiveSound * CreateVirtualCopy
(
const FActiveSound& ActiveSoundToCopy, |
ActiveSound.h | ||
static void OcclusionTraceDone
(
const FTraceHandle& TraceHandle, |
Delegate callback function when an async occlusion trace completes | ActiveSound.h |