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AudioComponent is used to play a Sound
| Name | UAudioComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/AudioComponent.h |
| Include Path | #include "Components/AudioComponent.h" |
Syntax
UCLASS (ClassGroup=(Audio, Common),
HideCategories=(Object, ActorComponent, Physics, Rendering, Mobility, LOD),
ShowCategories=Trigger, Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UAudioComponent :
public USceneComponent ,
public ISoundParameterControllerInterface ,
public FQuartzTickableObject
Inheritance Hierarchy
- FQuartzSubscriberCommandQueue::TConsumerBase< IMetronomeEventListener, ICommandListener, IQueueCommandListener > → FQuartzTickableObject → UAudioComponent
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UAudioComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- ISoundParameterControllerInterface
- IAudioParameterControllerInterface
- IInterface
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAudioComponent
(
const FObjectInitializer& ObjectInitializer |
Components/AudioComponent.h |
Structs
| Name | Remarks |
|---|---|
| FAudioComponentPendingQuartzCommandData | Data to hold pending quartz commands. |
| FPendingSourceBusSendInfo | |
| FSoundWavePlaybackTimeData | |
| PlayInternalRequestData |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| AudioComponentIDCounter | uint64 | Components/AudioComponent.h | |
| AudioIDToComponentMap | TMap< uint64, UAudioComponent * > | Components/AudioComponent.h | |
| AudioIDToComponentMapLock | FTransactionallySafeCriticalSection | Components/AudioComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveCount | int32 | A count of how many times we've started playing | Components/AudioComponent.h | |
| AttenuationOverrides | FSoundAttenuationSettings | If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component | Components/AudioComponent.h |
|
| AttenuationSettings | TObjectPtr< USoundAttenuation > | If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component | Components/AudioComponent.h |
|
| AudioComponentUserID | FName | Configurable, serialized ID for audio plugins | Components/AudioComponent.h | |
| AudioDeviceID | uint32 | The specific audio device to play this component on | Components/AudioComponent.h | |
| AutoAttachLocationRule | EAttachmentRule | Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. | Components/AudioComponent.h |
|
| AutoAttachParent | TWeakObjectPtr< USceneComponent > | Component we automatically attach to when activated, if bAutoManageAttachment is true. | Components/AudioComponent.h |
|
| AutoAttachRotationRule | EAttachmentRule | Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true. | Components/AudioComponent.h |
|
| AutoAttachScaleRule | EAttachmentRule | Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true. | Components/AudioComponent.h |
|
| AutoAttachSocketName | FName | Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true. | Components/AudioComponent.h |
|
| bAllowSpatialization | uint8 | Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override. | Components/AudioComponent.h |
|
| bAlwaysPlay | uint8 | Whether to artificially prioritize the component to play | Components/AudioComponent.h | |
| bAutoDestroy | uint8 | Auto destroy this component on completion | Components/AudioComponent.h | |
| bAutoManageAttachment | uint8 | True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. | Components/AudioComponent.h |
|
| bCanPlayMultipleInstances | uint8 | If true, the Audio Component will play multiple sound instances at once. | Components/AudioComponent.h |
|
| bCenterChannelOnly | uint8 | Whether or not this sound class forces sounds to the center channel | Components/AudioComponent.h | |
| bDisableParameterUpdatesWhilePlaying | uint8 | If true, the Audio Component will ignore parameter updates for already-playing sound(s). | Components/AudioComponent.h |
|
| bEnableHighPassFilter | uint8 | Whether or not to apply a low-pass filter to the sound that plays in this audio component. | Components/AudioComponent.h |
|
| bEnableLowPassFilter | uint8 | Whether or not to apply a low-pass filter to the sound that plays in this audio component. | Components/AudioComponent.h |
|
| bIgnoreForFlushing | uint8 | If true, this sound will not be stopped when flushing the audio device. | Components/AudioComponent.h | |
| bIsDryPreviewPlayback | uint8 | Whether or not this sound uses submix sends if it is a preview sound | Components/AudioComponent.h | |
| bIsFadingOut | uint8 | Whether or not fade out was triggered. | Components/AudioComponent.h | |
| bIsMusic | uint8 | Whether or not this audio component is a music clip | Components/AudioComponent.h | |
| bIsPaused | uint8 | Whether or not this audio component has been paused | Components/AudioComponent.h | |
| bIsPreviewSound | uint8 | Whether or not this sound is a preview sound | Components/AudioComponent.h | |
| bIsUISound | uint8 | Whether or not this sound plays when the game is paused in the UI | Components/AudioComponent.h |
|
| bIsVirtualized | uint8 | Whether or not this audio component's sound is virtualized | Components/AudioComponent.h | |
| bOverrideAttenuation | uint8 | Allows defining attenuation settings directly on this audio component without using an attenuation settings asset. | Components/AudioComponent.h |
|
| bOverridePriority | uint8 | Whether or not to override the priority of the given sound with the value provided. | Components/AudioComponent.h |
|
| bOverrideSubtitlePriority | uint8 | Whether or not to override the sound's subtitle priority. | Components/AudioComponent.h |
|
| bPreviewComponent | uint8 | Whether this audio component is previewing a sound | Components/AudioComponent.h | |
| bReverb | uint8 | Whether or not the audio component should be excluded from reverb EQ processing | Components/AudioComponent.h | |
| bShouldRemainActiveIfDropped | uint8 | Whether the wave instances should remain active if they're dropped by the prioritization code. | Components/AudioComponent.h | |
| bStopWhenOwnerDestroyed | uint8 | Stop sound when owner is destroyed | Components/AudioComponent.h | |
| bSuppressSubtitles | uint8 | If true, subtitles in the sound data will be ignored. | Components/AudioComponent.h |
|
| ConcurrencySet | TSet< TObjectPtr< USoundConcurrency > > | What sound concurrency rules to use for sounds generated by this audio component | Components/AudioComponent.h |
|
| DefaultParameters | TArray< FAudioParameter > | Array of parameters for this AudioComponent. | Components/AudioComponent.h |
|
| EnvelopeFollowerAttackTime | int32 | The attack time in milliseconds for the envelope follower. | Components/AudioComponent.h |
|
| EnvelopeFollowerReleaseTime | int32 | The release time in milliseconds for the envelope follower. | Components/AudioComponent.h |
|
| FadeInTimeDuration | float | How much time the audio component was told to fade in. | Components/AudioComponent.h | |
| HighPassFilterFrequency | float | If enabled, the frequency of the Highpass Filter (in Hz) to apply to this voice. | Components/AudioComponent.h |
|
| InstanceParameters | TArray< FAudioParameter > | Array of transient parameters for this AudioComponent instance. | Components/AudioComponent.h |
|
| LowPassFilterFrequency | float | If enabled, the frequency of the Lowpass Filter (in Hz) to apply to this voice. | Components/AudioComponent.h |
|
| ModulationRouting | FSoundModulationDefaultRoutingSettings | Components/AudioComponent.h |
|
|
| OcclusionCheckInterval | float | The interval at which to re-test occlusion (in seconds). | Components/AudioComponent.h |
|
| OnAudioFinished | FOnAudioFinished | Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early | Components/AudioComponent.h |
|
| OnAudioFinishedNative | FOnAudioFinishedNative | Shadow delegate for non UObject subscribers | Components/AudioComponent.h | |
| OnAudioMultiEnvelopeValue | FOnAudioMultiEnvelopeValue | Components/AudioComponent.h |
|
|
| OnAudioMultiEnvelopeValueNative | FOnAudioMultiEnvelopeValueNative | Shadow delegate for non UObject subscribers | Components/AudioComponent.h | |
| OnAudioPlaybackPercent | FOnAudioPlaybackPercent | Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. | Components/AudioComponent.h |
|
| OnAudioPlaybackPercentNative | FOnAudioPlaybackPercentNative | Shadow delegate for non UObject subscribers | Components/AudioComponent.h | |
| OnAudioPlayStateChanged | FOnAudioPlayStateChanged | This function returns the Targeted Audio Component's current Play State. | Components/AudioComponent.h |
|
| OnAudioPlayStateChangedNative | FOnAudioPlayStateChangedNative | Shadow delegate for non UObject subscribers | Components/AudioComponent.h | |
| OnAudioSingleEnvelopeValue | FOnAudioSingleEnvelopeValue | Components/AudioComponent.h |
|
|
| OnAudioSingleEnvelopeValueNative | FOnAudioSingleEnvelopeValueNative | Shadow delegate for non UObject subscribers | Components/AudioComponent.h | |
| OnAudioVirtualizationChanged | FOnAudioVirtualizationChanged | Called when virtualization state changes | Components/AudioComponent.h |
|
| OnAudioVirtualizationChangedNative | FOnAudioVirtualizationChangedNative | Shadow delegate for non UObject subscribers | Components/AudioComponent.h | |
| OnQueueSubtitles | FOnQueueSubtitles | Called when subtitles are sent to the SubtitleManager. | Components/AudioComponent.h | |
| PitchModulationMax | float | The upper bound to use when randomly determining a pitch multiplier | Components/AudioComponent.h |
|
| PitchModulationMin | float | The lower bound to use when randomly determining a pitch multiplier | Components/AudioComponent.h |
|
| PitchMultiplier | float | A pitch multiplier to apply to sounds generated by this component | Components/AudioComponent.h |
|
| Priority | float | If enabled, overrides the priority of the selected sound with the value provided. | Components/AudioComponent.h |
|
| Sound | TObjectPtr< USoundBase > | The sound to be played | Components/AudioComponent.h |
|
| SoundClassOverride | TObjectPtr< USoundClass > | SoundClass that overrides that set on the referenced SoundBase when component is played. | Components/AudioComponent.h |
|
| SourceEffectChain | TObjectPtr< USoundEffectSourcePresetChain > | The chain of Source Effects to apply to the sounds playing on the Audio Component | Components/AudioComponent.h |
|
| SubtitlePriority | float | Used by the subtitle manager to prioritize subtitles wave instances spawned by this component. | Components/AudioComponent.h |
|
| TimeAudioComponentPlayed | float | What time the audio component was told to play. Used to compute audio component state. | Components/AudioComponent.h | |
| VolumeModulationMax | float | The upper bound to use when randomly determining a volume multiplier | Components/AudioComponent.h |
|
| VolumeModulationMin | float | The lower bound to use when randomly determining a volume multiplier | Components/AudioComponent.h |
|
| VolumeMultiplier | float | A volume multiplier to apply to sounds generated by this component | Components/AudioComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AudioComponentID | uint64 | Components/AudioComponent.h | ||
| bDidAutoAttach | uint8 | Did we auto attach during activation? Used to determine if we should restore the relative transform during detachment. | Components/AudioComponent.h | |
| bShouldSourceBufferListenerZeroBuffer | bool | Components/AudioComponent.h | ||
| LastSoundPlayOrder | uint32 | Components/AudioComponent.h | ||
| PendingBusSends | TArray< FPendingSourceBusSendInfo > | Components/AudioComponent.h | ||
| PendingQuartzCommandData | TArray< FAudioComponentPendingQuartzCommandData > | Components/AudioComponent.h | ||
| PendingSubmixSends | TArray< FSoundSubmixSendInfo > | Pending submix and bus sends. | Components/AudioComponent.h | |
| RetriggerTimeSinceLastUpdate | float | Components/AudioComponent.h | ||
| RetriggerUpdateInterval | float | Components/AudioComponent.h | ||
| SavedAutoAttachRelativeLocation | FVector | Saved relative transform before auto attachment. | Components/AudioComponent.h | |
| SavedAutoAttachRelativeRotation | FRotator | Components/AudioComponent.h | ||
| SavedAutoAttachRelativeScale3D | FVector | Components/AudioComponent.h | ||
| SoundWavePlaybackTimes | TMap< uint32, FSoundWavePlaybackTimeData > | The current playback times of sound waves in this audio component. | Components/AudioComponent.h | |
| SourceBufferListener | FSharedISourceBufferListenerPtr | Source Buffer Listener. | Components/AudioComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddModulationRouting
(
const TSet< USoundModulatorBase* >& Modulators, |
Adds the given set of Modulators to the modulators currently set on the Audio Component. | Components/AudioComponent.h |
|
void AdjustAttenuation
(
const FSoundAttenuationSettings& InAttenuationSettings |
This function is used to modify the Attenuation Settings on the targeted Audio Component instance. | Components/AudioComponent.h |
|
void AdjustVolume
(
float AdjustVolumeDuration, |
This function allows designers to trigger an adjustment to the sound instance’s playback Volume with options for smoothly applying a curve over time. | Components/AudioComponent.h |
|
void AdjustVolumeInternal
(
float AdjustVolumeDuration, |
Components/AudioComponent.h | ||
bool BP_GetAttenuationSettingsToApply
(
FSoundAttenuationSettings& OutAttenuationSettings |
Retrieves Attenuation Settings data on the targeted Audio Component. | Components/AudioComponent.h |
|
void CollectAttenuationShapesForVisualization
(
TMultiMap< EAttenuationShape::Type, FBaseAttenuationSettings::AttenuationShapeDetails >& ShapeDetai... |
Collects the various attenuation shapes that may be applied to the sound played by the audio component for visualization in the editor or via the in game debug visualization. | Components/AudioComponent.h | |
virtual void FadeIn
(
float FadeInDuration, |
This function allows designers to call Play on an Audio Component instance while applying a volume curve over time. | Components/AudioComponent.h |
|
virtual void FadeOut
(
float FadeOutDuration, |
This function allows designers to call a delayed Stop on an Audio Component instance while applying a volume curve over time. | Components/AudioComponent.h |
|
const TObjectPtr< USoundAttenuation > GetAttenuationSettingsAsset() |
Components/AudioComponent.h | ||
const FSoundAttenuationSettings * GetAttenuationSettingsToApply() |
Returns a pointer to the attenuation settings to be used (if any) for this audio component dependent on the SoundAttenuation asset or overrides set. | Components/AudioComponent.h | |
uint64 GetAudioComponentID() |
Components/AudioComponent.h | ||
FName GetAudioComponentUserID() |
Components/AudioComponent.h | ||
bool GetCookedEnvelopeData
(
float& OutEnvelopeData |
Retrieves Cooked Amplitude Envelope Data at the current playback time. | Components/AudioComponent.h |
|
bool GetCookedEnvelopeDataForAllPlayingSounds
(
TArray< FSoundWaveEnvelopeDataPerSound >& OutEnvelopeData |
Retrieves the current-time amplitude envelope data of the sounds playing on the audio component. | Components/AudioComponent.h |
|
bool GetCookedFFTData
(
const TArray< float >& FrequenciesToGet, |
Retrieves the current-time cooked spectral data of the sounds playing on the audio component. | Components/AudioComponent.h |
|
bool GetCookedFFTDataForAllPlayingSounds
(
TArray< FSoundWaveSpectralDataPerSound >& OutSoundWaveSpectralData |
Retrieves the current-time cooked spectral data of the sounds playing on the audio component. | Components/AudioComponent.h |
|
uint32 GetLastPlayOrder() |
Components/AudioComponent.h | ||
TSet< USoundModulatorBase * > GetModulators
(
const EModulationDestination Destination |
Gets the set of currently active modulators for a given Modulation Destination. | Components/AudioComponent.h |
|
EAudioComponentPlayState GetPlayState() |
Returns the enumerated play states of the audio component. | Components/AudioComponent.h |
|
const FSharedISourceBufferListenerPtr & GetSourceBufferListener() |
Gets Source Buffer Listener | Components/AudioComponent.h | |
bool HasCookedAmplitudeEnvelopeData() |
Queries whether or not the targeted Audio Component instance’s sound has Amplitude Envelope Data, returns FALSE if none found. | Components/AudioComponent.h |
|
bool HasCookedFFTData() |
Queries if the sound wave playing in this audio component has cooked FFT data, returns FALSE if none found. | Components/AudioComponent.h |
|
bool IsVirtualized() |
Returns if the sound is virtualized. | Components/AudioComponent.h |
|
virtual void Play
(
float StartTime |
Begins playing the targeted Audio Component's sound at the designated Start Time, seeking into a sound. | Components/AudioComponent.h |
|
virtual void PlayQuantized
(
const UObject* WorldContextObject, |
Start a sound playing on an audio component on a given quantization boundary with the handle to an existing clock | Components/AudioComponent.h |
|
virtual void PlayQueuedQuantizedInternal
(
const UObject* WorldContextObject, |
For if this is being played through a sound queued through Quartz. | Components/AudioComponent.h | |
void RemoveModulationRouting
(
const TSet< USoundModulatorBase* >& Modulators, |
Removes the given set of Modulators to the modulators currently set on the Audio Component. | Components/AudioComponent.h |
|
void SetAttenuationOverrides
(
const FSoundAttenuationSettings& InAttenuationOverrides |
Components/AudioComponent.h |
|
|
void SetAttenuationSettings
(
USoundAttenuation* InAttenuationSettings |
Components/AudioComponent.h |
|
|
void SetAudioBusSendPostEffect
(
UAudioBus* AudioBus, |
Sets how much audio the sound should send to the given Audio Bus (POST Source Effects). | Components/AudioComponent.h |
|
void SetAudioBusSendPreEffect
(
UAudioBus* AudioBus, |
Sets how much audio the sound should send to the given Audio Bus (PRE Source Effects). | Components/AudioComponent.h |
|
void SetFadeInComplete() |
Set when the sound is finished with initial fading in | Components/AudioComponent.h | |
void SetHighPassFilterEnabled
(
bool InHighPassFilterEnabled |
When set to TRUE, enables an additional High Pass Filter Frequency to be calculated in with the sound instance’s HPF total, allowing designers to set filter settings for the targeted Audio Component’s sound instance. | Components/AudioComponent.h |
|
void SetHighPassFilterFrequency
(
float InHighPassFilterFrequency |
Sets a cutoff frequency, in Hz, for the targeted Audio Component’s sound’s High Pass Filter calculation. | Components/AudioComponent.h |
|
void SetIsVirtualized
(
bool bInIsVirtualized |
Sets whether or not sound instance is virtualized | Components/AudioComponent.h | |
void SetLowPassFilterEnabled
(
bool InLowPassFilterEnabled |
When set to TRUE, enables an additional Low Pass Filter Frequency to be calculated in with the sound instance’s LPF total, allowing designers to set filter settings for the targeted Audio Component’s sound instance. | Components/AudioComponent.h |
|
void SetLowPassFilterFrequency
(
float InLowPassFilterFrequency |
Sets a cutoff frequency, in Hz, for the targeted Audio Component’s sound’s Low Pass Filter calculation. | Components/AudioComponent.h |
|
void SetModulationRouting
(
const TSet< USoundModulatorBase* >& Modulators, |
Sets the routing for one of the given Audio component's Modulation Destinations. | Components/AudioComponent.h |
|
void SetOutputToBusOnly
(
bool bInOutputToBusOnly |
Sets whether or not to output the audio to bus only. | Components/AudioComponent.h |
|
void SetOverrideAttenuation
(
bool bInOverrideAttenuation |
Components/AudioComponent.h |
|
|
void SetPaused
(
bool bPause |
Pause an audio component playing its sound cue, issue any delegates if needed | Components/AudioComponent.h |
|
void SetPitchMultiplier
(
float NewPitchMultiplier |
Set a new pitch multiplier | Components/AudioComponent.h |
|
void SetPlaybackTimes
(
const TMap< uint32, float >& InSoundWavePlaybackTimes |
Sets the audio thread playback time as used by the active sound playing this audio component Will be set if the audio component is using baked FFT or envelope following data so as to be able to feed that data to BP based on playback time | Components/AudioComponent.h | |
void SetSound
(
USoundBase* NewSound |
Set what sound is played by this component. | Components/AudioComponent.h |
|
void SetSourceBufferListener
(
const FSharedISourceBufferListenerPtr& InSourceBufferListener, |
Sets Source Buffer Listener | Components/AudioComponent.h | |
void SetSourceBusSendPostEffect
(
USoundSourceBus* SoundSourceBus, |
Allows designers to target a specific Audio Component instance’s sound and set the send level (volume of sound copied) to the indicated Source Bus. | Components/AudioComponent.h |
|
void SetSourceBusSendPreEffect
(
USoundSourceBus* SoundSourceBus, |
Allows designers to target a specific Audio Component instance’s sound and set the send level (volume of sound copied) to the indicated Source Bus. | Components/AudioComponent.h |
|
void SetSourceEffectChain
(
USoundEffectSourcePresetChain* InSourceEffectChain |
Components/AudioComponent.h | ||
void SetSubmixSend
(
USoundSubmixBase* Submix, |
Allows designers to target a specific Audio Component instance’s sound set the send level (volume of sound copied) to the indicated Submix. | Components/AudioComponent.h |
|
void SetUISound
(
bool bInUISound |
Set whether sounds generated by this audio component should be considered UI sounds | Components/AudioComponent.h |
|
void SetVolumeMultiplier
(
float NewVolumeMultiplier |
Set a new volume multiplier | Components/AudioComponent.h |
|
void SetWaveParameter
(
FName InName, |
Sets the parameter matching the name indicated to the provided Wave. | Components/AudioComponent.h |
|
virtual void Stop() |
Stop an audio component's sound, issue any delegates if needed | Components/AudioComponent.h |
|
void StopDelayed
(
float DelayTime |
Cues request to stop sound after the provided delay (in seconds), stopping immediately if delay is zero or negative | Components/AudioComponent.h |
|
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. | Components/AudioComponent.h | |
virtual void OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
Native callback when this component is moved | Components/AudioComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate
(
bool bReset |
Activates the SceneComponent, should be overridden by native child classes. | Components/AudioComponent.h | |
virtual const UObject * AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable | Components/AudioComponent.h | |
virtual void Deactivate() |
Deactivates the SceneComponent. | Components/AudioComponent.h | |
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Ends gameplay for this component. Called from AActor::EndPlay only if bHasBegunPlay is true | Components/AudioComponent.h | |
virtual bool IsReadyForOwnerToAutoDestroy() |
Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished | Components/AudioComponent.h | |
virtual void OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | Components/AudioComponent.h | |
virtual void OnUnregister () |
Called when a component is unregistered. | Components/AudioComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Components/AudioComponent.h | ||
virtual FString GetDetailedInfoInternal() |
Components/AudioComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/AudioComponent.h | ||
virtual void PostLoad() |
Components/AudioComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/AudioComponent.h |
Overridden from UObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetFNameForStatID() |
Components/AudioComponent.h |
Overridden from ISoundParameterControllerInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FAudioDevice * GetAudioDevice() |
SoundParameterControllerInterface Implementation | Components/AudioComponent.h | |
virtual bool GetDisableParameterUpdatesWhilePlaying() |
Components/AudioComponent.h | ||
virtual uint64 GetInstanceOwnerID() |
Returns the id of the sound owner's instance associated with the parameter interface. | Components/AudioComponent.h | |
virtual TArray< FAudioParameter > & GetInstanceParameters() |
Returns the Game Thread copy of parameters to modify in place. | Components/AudioComponent.h | |
virtual USoundBase * GetSound() |
Returns the USoundBase used to initialize instance parameters to update. | Components/AudioComponent.h | |
virtual bool IsPlaying () |
Returns TRUE if the targeted Audio Component’s sound is playing. | Components/AudioComponent.h |
|
Overridden from IAudioParameterControllerInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ResetParameters() |
Components/AudioComponent.h | ||
virtual void SetBoolParameter
(
FName InName, |
Sets a named Boolean. | Components/AudioComponent.h |
|
virtual void SetFloatParameter
(
FName InName, |
Sets a named Float. | Components/AudioComponent.h |
|
virtual void SetIntParameter
(
FName InName, |
Sets a named Int32. | Components/AudioComponent.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void PlayInternal
(
const PlayInternalRequestData& InPlayRequestData, |
Utility function called by Play and FadeIn to start a sound playing. | Components/AudioComponent.h | |
void UpdateSpriteTexture() |
Utility function that updates which texture is displayed on the sprite dependent on the properties of the Audio Component. | Components/AudioComponent.h |
Overridden from FQuartzTickableObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ProcessCommand
(
const Audio::FQuartzQueueCommandData& InQueueCommandData |
Used for processing queue commands. | Components/AudioComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAudioComponent * GetAudioComponentFromID
(
uint64 AudioComponentID |
Components/AudioComponent.h | ||
static void PlaybackCompleted
(
uint64 AudioComponentID, |
Components/AudioComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ConcurrencySettings_DEPRECATED | TObjectPtr< USoundConcurrency > | What sound concurrency to use for sounds generated by this audio component | Components/AudioComponent.h | |
| HighFrequencyGainMultiplier_DEPRECATED | float | Components/AudioComponent.h | ||
| VolumeWeightedPriorityScale_DEPRECATED | float | Components/AudioComponent.h |