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Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Audio.h |
Include | #include "Audio.h" |
Syntax
class FSoundSource
Variables
Type | Name | Description | |
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FAudioDevice * | AudioDevice | Owning audio device. |
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uint8: 1 | bInitialized | Whether or not the sound source is initialized. |
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uint8: 1 | bIsManuallyPaused | Whether or not we were paused manually. |
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uint8: 1 | bIsPausedByGame | Whether we are paused by game state or not. |
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uint8: 1 | bIsPreviewSound | Whether or not the sound is a preview sound. |
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uint32: 1 | bIsVirtual | True if this isn't a real hardware voice |
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uint8: 1 | bReverbApplied | Cached sound mode value used to detect when to switch outputs. |
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FSoundBuffer * | Buffer | Cached sound buffer associated with currently bound wave instance. |
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TSharedPtr< FDebugInfo, ESPMode::ThreadSafe > | DebugInfo | |
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float | HPFFrequency | What frequency to set the HPF filter to. Note this could be caused by HPF distance attenuation. |
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int32 | LastHeardUpdate | Last tick when this source was active and had a hearable volume |
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float | LastHPFFrequency | The last HPF frequency set. Used to avoid making API calls when parameter doesn't changing. |
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float | LastLPFFrequency | The last LPF frequency set. Used to avoid making API calls when parameter doesn't changing. |
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int32 | LastUpdate | Last tick when this source was active |
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FVector | LeftChannelSourceLocation | The location of the left-channel source for stereo spatialization. |
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float | LFEBleed | The amount of a sound to bleed to the LFE speaker |
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float | LPFFrequency | What frequency to set the LPF filter to. |
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int32 | NumFramesPlayed | The number of frames (Samples / NumChannels) played by the sound source. |
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int32 | NumTotalFrames | The total number of frames of audio for the sound wave |
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uint8: 1 | Paused | Whether or not we are actually paused. |
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float | Pitch | The pitch of the sound source. |
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float | PlaybackTime | The virtual current playback time. Used to trigger notifications when finished. |
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FThreadSafeBool | Playing | Whether we are playing or not. |
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FVector | RightChannelSourceLocation | The location of the right-channel source for stereo spatialization. |
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int32 | StartFrame | The frame we started on. |
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int32 | TickCount | Update tick count. Used to stop oldest stopping sound source. |
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uint32 | VoiceId | Effect ID of this sound source in the audio device sound source array. |
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FWaveInstance * | WaveInstance | Contained wave instance. |
Constructors
Type | Name | Description | |
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FSoundSource
(
FAudioDevice* InAudioDevice |
Constructor |
Destructors
Type | Name | Description | |
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Destructor |
Functions
Type | Name | Description | |
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FString | Describe
(
bool bUseLongName |
Returns a string describing the source (subclass can override, but it should call the base and append). |
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const FSoundBuffer * | GetBuffer () |
Returns the contained sound buffer object. |
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void | GetChannelLocations
(
FVector& Left, |
|
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float | GetDebugVolume
(
const float InVolume |
Returns the volume of the sound source after evaluating debug commands |
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float | Returns the source's envelope at the callback block rate. Only implemented in audio mixer. | |
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float | Returns the source's playback percent. | |
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FSpatializationParams | Gets parameters necessary for computing 3d spatialization of sources. | |
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const FWaveInstance * | Returns the wave instance of the sound source. | |
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bool | Init
(
FWaveInstance* InWaveInstance |
Initializes the sound source. |
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void | InitCommon () |
Initializes common data for all sound source types. |
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void | InitializeSourceEffects
(
uint32 InEffectVoiceId |
Initializes any source effects for this sound source. |
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bool | IsFinished () |
Returns true if the sound source has finished playing. |
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bool | IsGameOnly () |
Returns source is an in-game only. Will pause when in UI. |
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bool | Returns whether or not the sound source has initialized. | |
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bool | IsPaused () |
Returns true if the sound is paused. |
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bool | Returns true if the sound is paused. | |
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bool | ||
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bool | IsPlaying () |
Returns whether or not the sound source is playing. |
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bool | Returns if the source voice is prepared to initialize. | |
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bool | Returns true if reverb should be applied. | |
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bool | IsStopping () |
Whether or not the source is stopping. Only implemented in audio mixer. |
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void | ||
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void | Pause () |
Pauses the sound source. |
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void | Play () |
Plays the sound source. |
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bool | PrepareForInitialization
(
FWaveInstance* InWaveInstance |
Prepares the source voice for initialization. |
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void | Updates the FilterFrequency value. | |
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float | SetLFEBleed () |
Updates and sets the LFEBleed variable. |
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void | SetPauseByGame
(
bool bInIsPauseByGame |
Pause the source from game pause |
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void | SetPauseManually
(
bool bInIsPauseManually |
Pause the source manually |
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bool | SetReverbApplied
(
bool bHardwareAvailable |
Set the bReverbApplied variable. |
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void | SetVirtual () |
Sets if this voice is virtual. |
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void | Stop () |
Stops the sound source. |
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void | StopNow () |
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void | Update () |
Updates the sound source. |
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void | UpdateCommon () |
Updates common data for all sound source types. |
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void | UpdatePause () |
Updates this source's pause state |
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void | Updates the stereo emitter positions of this voice. |
Classes
Type | Name | Description | |
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FDebugInfo | Struct containing the debug state of a SoundSource |