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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Sound > API/Runtime/Engine/Sound/USoundWave
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Sound/SoundWave.h |
| Include | #include "Sound/SoundWave.h" |
| Source | /Engine/Source/Runtime/Engine/Private/SoundWave.cpp |
void GetHandleForChunkOfAudio
&40;
TFunction< void(FAudioChunkHandle &&)> OnLoadCompleted,
bool bForceSync,
int32 ChunkIndex,
ENamedThreads::Type CallbackThread
&41;
Remarks
If stream caching is enabled, allows the user to retain a strong handle to the first chunk of audio in the cache. Please note that this USoundWave is NOT guaranteed to be still alive when OnLoadCompleted is called.