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Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/AudioStreaming.h |
Include | #include "AudioStreaming.h" |
Syntax
struct FStreamingWaveData
Remarks
Contains everything that will be needed by a SoundWave that's streaming in data
Variables
Type | Name | Description | |
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FLegacyAudioStreamingManager * | AudioStreamingManager | Ptr to owning audio streaming manager. |
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FWaveRequest | CurrentRequest | Indices of chunks we want to have loaded |
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TArray< uint32 > | LoadedChunkIndices | Indices of chunks that are currently loaded |
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TArray< FLoadedAudioChunk > | LoadedChunks | Contains pointers to Chunks of audio data that have been streamed in |
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TIndirectArray< FAsyncStreamDerivedChunkTask > | PendingAsyncStreamDerivedChunkTasks | Pending async derived data streaming tasks |
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FThreadSafeCounter | PendingChunkChangeRequestStatus | Thread-safe counter indicating the audio streaming state. |
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FSoundWaveProxyPtr | SoundWave | SoundWave this streaming data is for |
Constructors
Type | Name | Description | |
---|---|---|---|
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | BeginPendingRequests
(
const TArray< uint32 >& IndicesToLoad, |
Kicks off any pending requests |
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bool | BlockTillAllRequestsFinished
(
float TimeLimit |
Blocks till all pending requests are fulfilled. |
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bool | Finishes any Derived Data Cache requests that may be in progress | |
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void | Frees streaming wave data resources, blocks pending async IO requests. | |
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bool | HasPendingRequests
(
TArray< uint32 >& IndicesToLoad, |
Checks whether the requested chunk indices differ from those loaded |
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bool | Initialize
(
const FSoundWaveProxyPtr& SoundWave, |
Sets up the streaming wave data and loads the first chunk of audio for instant play |
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void | UpdateChunkRequests
(
FWaveRequest& InWaveRequest |
Tells the SoundWave which chunks are currently required so that it can start loading any needed |
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bool | Updates the streaming status of the sound wave and performs finalization when appropriate. |