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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Sound
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USoundNode
- USoundNodeQualityLevel
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Sound/SoundNodeQualityLevel.h |
| Include | #include "Sound/SoundNodeQualityLevel.h" |
Syntax
class USoundNodeQualityLevel : public USoundNode
Remarks
This SoundNode uses GameUserSettings AudioQualityLevel (or the editor override) to choose which branch to play and at runtime will only load in to memory sound waves connected to the branch that will be selected
Variables
| Type | Name | Description | |
|---|---|---|---|
| int32 | CookedQualityLevelIndex | A Property to indicate which quality this node was cooked with. (INDEX_NONE if not cooked, or unset). | |
| FCriticalSection | EditorOnlyCs | Critical section to protect Child nodes array while serializing. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ParseNodes
(
FAudioDevice* AudioDevice, |
||
| void | ReconcileNode
(
bool bReconstructNode |
Overridden from USoundNode
| Type | Name | Description | |
|---|---|---|---|
| FText | GetInputPinName
(
int32 PinIndex |
Get the name of a specific input pin | |
| int32 | Returns the maximum number of child nodes this node can possibly have | ||
| int32 | Returns the minimum number of child nodes this node must have | ||
| void | PrimeChildWavePlayers
(
bool bRecurse |
When this is called and stream caching is enabled, any wave player sound nodes childed off of this node will have their audio loaded into the cache. | |
| void | ReleaseRetainerOnChildWavePlayers
(
bool bRecurse |
||
| void | RetainChildWavePlayers
(
bool bRecurse |
When this is called and stream caching is enabled, any wave player sound nodes childed off of this node will have their audio retained into the cache. |