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Platform-specific data used streaming audio at runtime.
| Name | FStreamedAudioPlatformData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SoundWave.h |
| Include Path | #include "Sound/SoundWave.h" |
Syntax
USTRUCT ()
struct FStreamedAudioPlatformData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStreamedAudioPlatformData() |
Default constructor. | Sound/SoundWave.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FStreamedAudioPlatformData() |
Destructor. | Sound/SoundWave.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AsyncTask | FStreamedAudioAsyncCacheDerivedDataTask * | Async cache task if one is outstanding. | Sound/SoundWave.h | |
| AsyncTaskLock | TDontCopy< FRWLock > | Protection for AsyncTask manipulation since it can be accessed from multiple threads | Sound/SoundWave.h | |
| AudioFormat | FName | Format in which audio chunks are stored. | Sound/SoundWave.h | |
| Chunks | TIndirectArray< struct FStreamedAudioChunk > | Audio data. | Sound/SoundWave.h | |
| DerivedDataKey | FString | The key associated with this derived data. | Sound/SoundWave.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AreDerivedChunksAvailable () |
Sound/SoundWave.h | ||
bool AreDerivedChunksAvailable
(
FStringView Context |
Sound/SoundWave.h | ||
void Cache
(
USoundWave& InSoundWave, |
Sound/SoundWave.h | ||
void FinishCache() |
Sound/SoundWave.h | ||
FName GetAudioFormat() |
Get the audio format making sure any async task are finished before returning. | Sound/SoundWave.h | |
int32 GetChunkFromDDC
(
int32 ChunkIndex, |
Try to load audio chunk from the derived data cache or build it if it isn't there. | Sound/SoundWave.h | |
TIndirectArray< struct FStreamedAudioChunk > & GetChunks() |
Get the chunks while making sure any async task are finished before returning. | Sound/SoundWave.h | |
int32 GetNumChunks() |
Get the number of chunks while making sure any async task are finished before returning. | Sound/SoundWave.h | |
bool IsAsyncWorkComplete() |
Sound/SoundWave.h | ||
bool IsCompiling() |
Sound/SoundWave.h | ||
bool IsFinishedCache() |
Sound/SoundWave.h | ||
void Serialize
(
FArchive& Ar, |
Serialization. | Sound/SoundWave.h | |
bool TryInlineChunkData() |
Sound/SoundWave.h |