Navigation
Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/AudioDeviceManager.h |
Include | #include "AudioDeviceManager.h" |
Syntax
class FAudioDeviceManager
Remarks
Class for managing multiple audio devices.
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
TArray< FSoundBuffer * > | Buffers | Array of all created buffers |
![]() |
TMap< int32, FSoundBuffer * > | WaveBufferMap | Look up associating a USoundWave's resource ID with sound buffers |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
Constructor |
Destructors
Type | Name | Description | |
---|---|---|---|
![]() |
Destructor |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
void | AddReferencedObjects
(
FReferenceCollector& Collector |
Tracks objects in the active audio devices. |
![]() |
bool | Creates the main audio device. | |
![]() |
void | FreeBufferResource
(
FSoundBuffer* SoundBuffer |
Frees the sound buffer from the device manager. |
![]() |
void | FreeResource
(
USoundWave* SoundWave |
Frees the given sound wave resource from the device manager |
![]() ![]() |
FAudioDeviceManager * | Get () |
|
![]() |
FAudioDeviceHandle | Returns a ptr to the active audio device. | |
![]() |
FAudioDeviceHandle | GetAudioDevice
(
Audio::FDeviceId InDeviceID |
Returns a strong handle to the audio device associated with the given device ID. |
![]() ![]() |
FAudioDevice * | GetAudioDeviceFromWorldContext
(
const UObject* WorldContextObject |
|
![]() |
IAudioDeviceModule * | Returns the currently used audio device module for this platform. | |
![]() ![]() |
const FAudioDevice * | GetAudioDeviceRaw
(
Audio::FDeviceId InDeviceID |
Returns a raw ptr to the audio device associated with the handle. |
![]() |
FAudioDevice * | GetAudioDeviceRaw
(
Audio::FDeviceId InDeviceID |
Returns a raw ptr to the audio device associated with the handle. |
![]() ![]() |
TArray< FAudioDevice * > | Returns all the audio devices managed by device manager. | |
![]() ![]() |
Audio::FAudioFormatSettings & | ||
![]() ![]() |
Audio::FMixerDevice * | GetAudioMixerDeviceFromWorldContext
(
const UObject* WorldContextObject |
|
![]() |
Audio::FAudioDebugger & | GetDebugger () |
Get the audio debugger instance |
![]() ![]() |
const Audio::FAudioDebugger & | GetDebugger () |
Get the audio debugger instance |
![]() |
FAudioDeviceParams | ||
![]() ![]() |
float | GetDynamicSoundVolume
(
ESoundType SoundType, |
Get, reset, or set a sound cue trim |
![]() ![]() |
const FAudioDeviceHandle & | Returns the handle to the main audio device. | |
![]() ![]() |
Audio::FDeviceId | ||
![]() ![]() |
FAudioDevice * | ||
![]() ![]() |
uint8 | Returns the current number of active audio devices. | |
![]() ![]() |
uint8 | Returns the number of worlds (e.g. PIE viewports) using the main audio device. | |
![]() |
FSoundBuffer * | GetSoundBufferForResourceID
(
uint32 ResourceID |
Retrieves the sound buffer for the given resource id |
![]() ![]() |
TArray< UWorld * > | GetWorldsUsingAudioDevice
(
const Audio::FDeviceId& InID |
|
![]() ![]() |
bool | Initialize () |
Initialize the audio device manager. Return true if successfully initialized. |
![]() |
void | Initializes the sound class for all active devices. | |
![]() |
void | Initialize all sound effect presets. | |
![]() |
void | Initializes the sound mixes for all active devices. | |
![]() ![]() |
bool | Gets whether or not non-realtime devices should play their audio. | |
![]() ![]() |
bool | Gets whether or not all devices should play their audio. | |
![]() ![]() |
bool | IsValidAudioDevice
(
Audio::FDeviceId DeviceID |
Returns whether the audio device handle is valid (i.e. points to an actual audio device instance) |
![]() ![]() |
bool | Is debug visualization of 3d sounds enabled | |
![]() ![]() |
void | IterateOverAllDevices
(
TUniqueFunction< void(Audio::FDeviceId, const FAudioDevice*)> ForEachDevice |
Iterates over all managed audio devices |
![]() |
void | IterateOverAllDevices
(
TUniqueFunction< void(Audio::FDeviceId, FAudioDevice*)> ForEachDevice |
Iterates over all managed audio devices |
![]() |
void | ||
![]() |
void | RegisterSoundClass
(
USoundClass* SoundClass |
Registers the Sound Class for all active devices. |
![]() |
void | RegisterSoundSubmix
(
USoundSubmixBase* SoundSubmix |
Registers the Sound Mix for all active devices. |
![]() |
void | RegisterWorld
(
UWorld* InWorld, |
Registers the world with the provided device Id |
![]() |
void | RemoveSoundBufferForResourceID
(
uint32 ResourceID |
Removes the sound buffer for the given resource id |
![]() |
void | RemoveSoundMix
(
USoundMix* SoundMix |
Removes sound mix from all audio devices |
![]() |
FAudioDeviceHandle | RequestAudioDevice
(
const FAudioDeviceParams& InParams |
Creates or requests an audio device instance internally and returns a handle to the audio device. |
![]() |
void | Reset all sound cue trims | |
![]() |
void | ResetDynamicSoundVolume
(
ESoundType SoundType, |
|
![]() |
void | SetActiveDevice
(
uint32 InAudioDeviceHandle |
Sets which audio device is the active audio device. |
![]() |
void | SetAudioDevice
(
UWorld& InWorld, |
Sets the device associated with the given world. |
![]() |
void | SetDynamicSoundVolume
(
ESoundType SoundType, |
|
![]() |
void | SetSoloDevice
(
Audio::FDeviceId InAudioDeviceHandle |
Sets an audio device to be solo'd |
![]() ![]() |
void | Shutdown () |
|
![]() |
void | StopSoundsUsingResource
(
USoundWave* InSoundWave, |
Stops sounds using the given resource on all audio devices. |
![]() |
void | StopSourcesUsingBuffer
(
FSoundBuffer* Buffer |
Stops using the given sound buffer. Called before freeing the buffer |
![]() |
void | Toggles playing audio for all active PIE sessions (and all devices). | |
![]() |
void | Toggles 3d visualization of 3d sounds on/off | |
![]() |
void | TrackResource
(
USoundWave* SoundWave, |
Links up the resource data indices for looking up and cleaning up. |
![]() |
void | UnregisterSoundClass
(
USoundClass* SoundClass |
Unregisters the Sound Class for all active devices. |
![]() |
void | UnregisterSoundSubmix
(
const USoundSubmixBase* SoundSubmix |
Registers the Sound Mix for all active devices. |
![]() |
void | UnregisterWorld
(
UWorld* InWorld, |
Unregisters the world from the provided device Id |
![]() |
void | UpdateActiveAudioDevices
(
bool bGameTicking |
Updates all active audio devices |
![]() |
void | UpdateSourceEffectChain
(
const uint32 SourceEffectChainId, |
Updates source effect chain on all sources currently using the source effect chain. |
![]() |
void | UpdateSubmix
(
USoundSubmixBase* SoundSubmix |
Updates this submix for any changes made. Broadcasts to all submix instances. |
Constants
Name | Description |
---|---|
Singleton |