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Unreal Engine C++ API Reference > Runtime > Engine > IAudioStreamingManager
- IAudioStreamingManager::RequestChunk()
- FLegacyAudioStreamingManager::RequestChunk()
- FCachedAudioStreamingManager::RequestChunk()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/ContentStreaming.h |
Include | #include "ContentStreaming.h" |
bool RequestChunk
&40;
const FSoundWaveProxyPtr & SoundWave,
uint32 ChunkIndex,
TFunction< void(EAudioChunkLoadResult)> OnLoadCompleted,
ENamedThreads::Type ThreadToCallOnLoadCompletedOn,
bool bForImmediatePlayback
&41;
Remarks
Manually prepare a chunk to start playing back. This should only be used when the Load On Demand feature is enabled, and returns false on failure.
Parameters
Name | Description |
---|---|
SoundWave | SoundWave we would like to request a chunk of. |
ChunkIndex | the index of that soundwave we'd like to request a chunk of. |
OnLoadCompleted | optional callback when the load completes. |
ThreadToCallOnLoadCompleteOn. | Optional specifier for which thread OnLoadCompleted should be called on. |
bForImmediatePlaybac | if true, this will optionally reprioritize this chunk's load request. |