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Unreal Engine C++ API Reference > Runtime > Engine > Sound
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Sound/QuartzQuantizationUtilities.h |
Include | #include "Sound/QuartzQuantizationUtilities.h" |
Syntax
struct FQuartzQuantizationBoundary
Remarks
Struct used to specify the quantization boundary of an event
Variables
Type | Name | Description | |
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bool | bCancelCommandIfClockIsNotRunning | If this is true, this command will be canceled if the Clock is stopped or otherwise not running. |
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bool | bFireOnClockStart | If this is true and the Clock hasn't started yet, the event will fire immediately when the Clock starts. |
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bool | bResetClockOnQueued | If this is true, queueing the sound will also call a Reset Clock command. |
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bool | bResumeClockOnQueued | If this is true, queueing the sound will also call a Resume Clock command. |
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EQuarztQuantizationReference | CountingReferencePoint | |
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TArray< Audio::FQuartzGameThreadSubscriber > | GameThreadSubscribers | Game thread subscribers that will be passed to command init data (for C++ implementations) |
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float | Multiplier | How many "Resolutions" to wait before the onset we care about |
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EQuartzCommandQuantization | Quantization | Resolution we are interested in |
Constructors
Type | Name | Description | |
---|---|---|---|
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FQuartzQuantizationBoundary
(
EQuartzCommandQuantization InQuantization, |
Ctor |