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This interface should be used with systems aiming to create Sound Handles: gameplay thread representations of sounds
| Name | ISoundHandleSystem |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Audio/ISoundHandleSystem.h |
| Include Path | #include "Audio/ISoundHandleSystem.h" |
Syntax
class ISoundHandleSystem : public IModularFeature
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~ISoundHandleSystem() |
Audio/ISoundHandleSystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual Audio::FSoundHandleID CreateSoundHandle
(
USoundBase* Sound, |
This should create a sound and we should map it to an identifier. Then return the identifier to the owner to keep track of. | Audio/ISoundHandleSystem.h | |
virtual Audio::EResult Play
(
Audio::FSoundHandleID ID |
Play the sound that is represented by the sound handle with the following ID. | Audio/ISoundHandleSystem.h | |
virtual void SetTransform
(
Audio::FSoundHandleID ID, |
Set the transform on the sound that is represented by the sound handle with the following ID. | Audio/ISoundHandleSystem.h | |
virtual void Stop
(
Audio::FSoundHandleID ID |
Stop the sound that is represented by the sound handle with the following ID. | Audio/ISoundHandleSystem.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FName GetModularFeatureName() |
Get the name of all Sound Handle implementations in the Modular Features registry. | Audio/ISoundHandleSystem.h | |
static TArray< ISoundHandleSystem * > GetRegisteredInterfaces() |
Audio/ISoundHandleSystem.h |