Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Sound
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USoundSubmixBase
- USoundfieldEndpointSubmix
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Sound/SoundSubmix.h |
| Include | #include "Sound/SoundSubmix.h" |
Syntax
UCLASS (Config=Engine, HideCategories=Object, EditInlineNew, BlueprintType,
Meta=(DisplayName="Sound Submix Soundfield Endpoint"), MinimalAPI)
class USoundfieldEndpointSubmix : public USoundSubmixBase
Remarks
Sound Submix class meant for sending soundfield-encoded audio to an external endpoint, such as a hardware binaural renderer that supports ambisonics.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< USoundfieldEncodingSettingsBase > | EncodingSettings | ||
| TSubclassOf< USoundfieldEncodingSettingsBase > | EncodingSettingsClass | ||
| TObjectPtr< USoundfieldEndpointSettingsBase > | EndpointSettings | ||
| TSubclassOf< UAudioEndpointSettingsBase > | EndpointSettingsClass | ||
| TArray< TObjectPtr< USoundfieldEffectBase > > | SoundfieldEffectChain | ||
| FName | SoundfieldEndpointType | Currently used format. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
USoundfieldEndpointSubmix
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| const USoundfieldEncodingSettingsBase * | |||
| const USoundfieldEndpointSettingsBase * | |||
| ISoundfieldEndpointFactory * | |||
| TArray< USoundfieldEffectBase * > | |||
| bool | RecurseCheckChild
(
const USoundSubmix* ChildSoundSubmix |
||
| void | This function goes through every child submix and the parent submix to ensure that they have a compatible format. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |