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Function to retrieve an audio bus buffer given a handle static float* GetAudioBusBuffer(const FAudioBusHandle& AudioBusHandle); An audio bus is an object which represents an audio patch cord. Audio can be sent to it. It can be sonified using USoundSourceBuses. Instances of the audio bus are created in the audio engine.
| Name | UAudioBus |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/AudioBus.h |
| Include Path | #include "Sound/AudioBus.h" |
Syntax
UCLASS (ClassGroup=Sound, Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UAudioBus :
public UObject ,
public IAudioProxyDataFactory
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAudioBus
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAudioBus
(
const FObjectInitializer& ObjectInitializer |
Sound/AudioBus.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AudioBusChannels | EAudioBusChannels | Number of channels to use for the Audio Bus. | Sound/AudioBus.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetNumChannels() |
Returns the number of channels of the audio bus in integer format. | Sound/AudioBus.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Sound/AudioBus.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Sound/AudioBus.h |
Overridden from IAudioProxyDataFactory
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TSharedPtr< Audio::IProxyData > CreateProxyData
(
const Audio::FProxyDataInitParams& InitParams |
Sound/AudioBus.h |