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Unreal Engine C++ API Reference > Runtime > Engine > FLegacyAudioStreamingManager
- IAudioStreamingManager::GetLoadedChunk()
- FLegacyAudioStreamingManager::GetLoadedChunk()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/AudioStreaming.h |
Include | #include "AudioStreaming.h" |
Source | /Engine/Source/Runtime/Engine/Private/AudioStreaming.cpp |
virtual FAudioChunkHandle GetLoadedChunk
&40;
const FSoundWaveProxyPtr & SoundWave,
uint32 ChunkIndex,
bool bBlockForLoad,
bool bForImmediatePlayback
&41; const
Remarks
Gets a pointer to a chunk of audio data a handle to the loaded chunk. Can return a default constructed FAudioChunkHandle if the chunk is not loaded yet.
Parameters
Name | Description |
---|---|
SoundWave | SoundWave we want a chunk from |
ChunkIndex | Index of the chunk we want |
bBlockForLoad | if true, will block this thread until we finish loading this chunk. |
bForImmediatePlayback | if true, will optionally reprioritize this chunk's load request. See au.streamcaching.PlaybackRequestPriority. |