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Class that tracks virtualized looping active sounds that are eligible to revive re-trigger as long as no stop request is received from the game thread.
| Name | FAudioVirtualLoop |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/AudioVirtualLoop.h |
| Include Path | #include "AudioVirtualLoop.h" |
Syntax
struct FAudioVirtualLoop
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAudioVirtualLoop() |
AudioVirtualLoop.h |
Structs
| Name | Remarks |
|---|---|
| FWaveInstanceData |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveSound | FActiveSound * | AudioVirtualLoop.h | ||
| EffectivePlaybackTimes | TSortedMap< UPTRINT, float > | AudioVirtualLoop.h | ||
| TimeSinceLastUpdate | float | AudioVirtualLoop.h | ||
| TimeVirtualized | float | AudioVirtualLoop.h | ||
| UpdateInterval | float | AudioVirtualLoop.h | ||
| VolumeConcurrencyDestinations | TArray< Audio::FModulationDestination > | Array of Modulation Destinations for virtualized ActiveSounds to use when evaluating volume for concurrency For sounds with multiple wave instance (e.g. Sound Cues), each WaveInstance needs its own Modulation Destination. | AudioVirtualLoop.h | |
| WaveInstanceData | TSortedMap< UPTRINT, FWaveInstanceData > | AudioVirtualLoop.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CalculateUpdateInterval() |
Overrides the update interval to the provided length | AudioVirtualLoop.h | |
| Returns the internally-managed active sound | AudioVirtualLoop.h | ||
const FActiveSound & GetActiveSound () |
AudioVirtualLoop.h | ||
const TSortedMap< UPTRINT, float > & GetEffectivePlaybackTimes () |
Returns the effective start time for each wave instance that was virtualized, factoring in pitch multipliers. | AudioVirtualLoop.h | |
float GetTimeVirtualized() |
Returns the time the sound has been virtualized | AudioVirtualLoop.h | |
float GetUpdateInterval() |
Returns the wait interval being observed before next update | AudioVirtualLoop.h | |
bool Update
(
float DeltaTime, |
Updates the loop and checks if ready to play (or 'realize'). | AudioVirtualLoop.h | |
void UpdateFocusData
(
float DeltaTime |
Takes aggregate update delta and updates focus so that realization check can test if ready to play. | AudioVirtualLoop.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool IsEnabled() |
Whether the virtual loop system is enabled or not | AudioVirtualLoop.h | |
static bool IsInAudibleRange
(
const FActiveSound& InActiveSound, |
Check if provided active sound is in audible range. | AudioVirtualLoop.h | |
static bool ShouldListenerMoveForceUpdate
(
const FTransform& LastTransform, |
Check to see if listener move is far enough such that a check for virtual loop realization is necessary | AudioVirtualLoop.h | |
static bool Virtualize
(
const FActiveSound& InActiveSound, |
Checks if provided active sound is available to be virtualized. | AudioVirtualLoop.h | |
static bool Virtualize
(
const FActiveSound& InActiveSound, |
AudioVirtualLoop.h |