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API > API/Runtime > API/Runtime/Engine
| Name | FSoundSource |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Audio.h |
| Include Path | #include "Audio.h" |
Syntax
class FSoundSource
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSoundSource
(
FAudioDevice* InAudioDevice |
Constructor | Audio.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FSoundSource() |
Destructor | Audio.h |
Structs
| Name | Remarks |
|---|---|
| FDebugInfo | Struct containing the debug state of a SoundSource |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DebugInfo | TSharedPtr< FDebugInfo, ESPMode::ThreadSafe > | Audio.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString Describe
(
bool bUseLongName |
Returns a string describing the source (subclass can override, but it should call the base and append). | Audio.h | |
virtual const FSoundBuffer * GetBuffer() |
Returns the contained sound buffer object. | Audio.h | |
void GetChannelLocations
(
FVector& Left, |
Audio.h | ||
virtual float GetEnvelopeValue() |
Returns the source's envelope at the callback block rate. Only implemented in audio mixer. | Audio.h | |
int32 GetNumChannels() |
Audio.h | ||
virtual int64 GetNumFramesPlayed() |
Returns the number of frames (Samples / NumChannels) played by the sound source. | Audio.h | |
virtual int32 GetNumTotalFrames() |
Returns the total number of frames of audio for the sound wave. | Audio.h | |
virtual float GetPlaybackPercent() |
Returns the source's playback percent. | Audio.h | |
virtual float GetRelativeRenderCost () |
Returns the source's estimated relative render cost (relative to a single decoded sound). | Audio.h | |
virtual float GetSourceSampleRate() |
Returns the sample (frame) rate of the audio played by the sound source. | Audio.h | |
FSpatializationParams GetSpatializationParams() |
Gets parameters necessary for computing 3d spatialization of sources. | Audio.h | |
virtual int32 GetStartFrame() |
Returns the frame index on which the sound source began playback. | Audio.h | |
const FWaveInstance * GetWaveInstance() |
Returns the wave instance of the sound source. | Audio.h | |
bool Init
(
FWaveInstance* InWaveInstance |
Initializes the sound source. | Audio.h | |
virtual void InitializeSourceEffects
(
uint32 InEffectVoiceId |
Initializes any source effects for this sound source. | Audio.h | |
bool IsFinished() |
Returns true if the sound source has finished playing. | Audio.h | |
bool IsGameOnly() |
Returns source is an in-game only. Will pause when in UI. | Audio.h | |
virtual bool IsInitialized() |
Returns whether or not the sound source has initialized. | Audio.h | |
bool IsPaused() |
Returns true if the sound is paused. | Audio.h | |
bool IsPausedByGame() |
Returns true if the sound is paused. | Audio.h | |
bool IsPausedManually() |
Audio.h | ||
bool IsPlaying() |
Returns whether or not the sound source is playing. | Audio.h | |
virtual bool IsPreparedToInit() |
Returns if the source voice is prepared to initialize. | Audio.h | |
bool IsReverbApplied() |
Returns true if reverb should be applied. | Audio.h | |
virtual bool IsStopping() |
Whether or not the source is stopping. Only implemented in audio mixer. | Audio.h | |
void NotifyPlaybackData() |
Audio.h | ||
void Play() |
Plays the sound source. | Audio.h | |
virtual bool PrepareForInitialization
(
FWaveInstance* InWaveInstance |
Prepares the source voice for initialization. | Audio.h | |
void SetFilterFrequency() |
Updates the FilterFrequency value. | Audio.h | |
float SetLFEBleed() |
Updates and sets the LFEBleed variable. | Audio.h | |
void SetPauseByGame
(
bool bInIsPauseByGame |
Pause the source from game pause | Audio.h | |
void SetPauseManually
(
bool bInIsPauseManually |
Pause the source manually | Audio.h | |
bool SetReverbApplied
(
bool bHardwareAvailable |
Set the bReverbApplied variable. | Audio.h | |
void SetVirtual() |
Sets if this voice is virtual. | Audio.h | |
virtual void Stop() |
Stops the sound source. | Audio.h | |
virtual void StopNow() |
Audio.h | ||
void Update() |
Updates the sound source. | Audio.h | |
void UpdateStereoEmitterPositions() |
Updates the stereo emitter positions of this voice. | Audio.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetDebugVolume
(
const float InVolume |
Returns the volume of the sound source after evaluating debug commands | Audio.h | |
void InitCommon() |
Initializes common data for all sound source types. | Audio.h | |
void Pause() |
Pauses the sound source. | Audio.h | |
void UpdateCommon() |
Updates common data for all sound source types. | Audio.h | |
void UpdatePause() |
Updates this source's pause state | Audio.h |