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FSoundWavePCMLoader This class loads and decodes a USoundWave asset into a TSampleBuffer. To use, call LoadSoundWave with the sound wave you'd like to load and call Update on every tick until it returns true, at which point you may call GetSampleBuffer to get the decoded audio.
| Name | FSoundWavePCMLoader |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SampleBufferIO.h |
| Include Path | #include "Sound/SampleBufferIO.h" |
Syntax
class FSoundWavePCMLoader : public FGCObject
Inheritance Hierarchy
- FGCObject → FSoundWavePCMLoader
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSoundWavePCMLoader() |
Sound/SampleBufferIO.h |
Structs
| Name | Remarks |
|---|---|
| FLoadingSoundWaveInfo |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanBeTicked | bool | MERGE-REVIEW - should be in object or moved into loading info? Whether or not this object is tickable. | Sound/SampleBufferIO.h | |
| LoadingSoundWaves | TArray< FLoadingSoundWaveInfo > | Reference to current loading sound wave. | Sound/SampleBufferIO.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void LoadSoundWave
(
USoundWave* InSoundWave, |
Loads a USoundWave, call on game thread. Unless called with bSynchnous set to true, this class will require Update() to be called on the game thread. | Sound/SampleBufferIO.h | |
void Update() |
Update the loading state, should be called on the game thread. | Sound/SampleBufferIO.h |
Overridden from FGCObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
Sound/SampleBufferIO.h | ||
virtual FString GetReferencerName() |
Sound/SampleBufferIO.h |