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Parameters passed into FAudioDeviceManager::RequestAudioDevice.
| Name | FAudioDeviceParams |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/AudioDeviceManager.h |
| Include Path | #include "AudioDeviceManager.h" |
Syntax
struct FAudioDeviceParams
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssociatedWorld | UWorld * | Optional world parameter. This allows tools to surface information about which worlds are being rendered through which audio devices. | AudioDeviceManager.h | |
| AudioModule | IAudioDeviceModule * | Use this to force this audio device to use a specific audio module. If nullptr, uses the default audio module. | AudioDeviceManager.h | |
| bIsNonRealtime | bool | Set this to true to get a handle to a non realtime audio renderer. | AudioDeviceManager.h | |
| BufferSizeOverride | int32 | Buffer size override. | AudioDeviceManager.h | |
| NumBuffersOverride | int32 | Num buffers override. | AudioDeviceManager.h | |
| Scope | EAudioDeviceScope | This should be set to EAudioDeviceScope::Unique if you'd like to force a new device to be created from scratch, or use EAudioDeviceScope::Shared to use an existing device if possible. | AudioDeviceManager.h |