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| Name | USoundNode |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SoundNode.h |
| Include Path | #include "Sound/SoundNode.h" |
Syntax
UCLASS (Abstract, HideCategories=Object, EditInlineNew, MinimalAPI)
class USoundNode : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USoundNode
Derived Classes
USoundNode derived class hierarchy
- USoundNodeAssetReferencer
- USoundNodeAttenuation
- USoundNodeBranch
- USoundNodeConcatenator
- USoundNodeDelay
- USoundNodeDialoguePlayer
- USoundNodeDistanceCrossFade
- USoundNodeDoppler
- USoundNodeEnveloper
- USoundNodeGroupControl
- USoundNodeLooping
- USoundNodeMature
- USoundNodeMixer
- USoundNodeModulator
- USoundNodeModulatorContinuous
- USoundNodeOscillator
- USoundNodeQualityLevel
- USoundNodeRandom
- USoundNodeSoundClass
- USoundNodeSwitch
- USoundNodeWaveParam
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USoundNode
(
const FObjectInitializer& ObjectInitializer |
Sound/SoundNode.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MAX_ALLOWED_CHILD_NODES | const int32 | Sound/SoundNode.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsRetainingAudio | bool | Sound/SoundNode.h | ||
| ChildNodes | TArray< TObjectPtr< class USoundNode > > | Sound/SoundNode.h |
|
|
| GraphNode | TObjectPtr< UEdGraphNode > | Node's Graph representation, used to get position. | Sound/SoundNode.h | |
| RandomStream | FRandomStream | Stream of random numbers to be used by this instance of USoundNode | Sound/SoundNode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateStartingConnectors () |
Editor interface. | Sound/SoundNode.h | |
virtual void GetAllNodes
(
TArray< USoundNode* >& SoundNodes |
Returns an array of all (not just active) nodes. | Sound/SoundNode.h | |
virtual float GetDuration() |
Returns the maximum duration this sound node will play for. | Sound/SoundNode.h | |
UEdGraphNode * GetGraphNode() |
Sound/SoundNode.h | ||
virtual FText GetInputPinName
(
int32 PinIndex |
Get the name of a specific input pin | Sound/SoundNode.h | |
virtual int32 GetMaxChildNodes() |
Returns the maximum number of child nodes this node can possibly have | Sound/SoundNode.h | |
virtual float GetMaxDistance() |
Returns the maximum distance this sound can be heard from. | Sound/SoundNode.h | |
virtual int32 GetMinChildNodes() |
Returns the minimum number of child nodes this node must have | Sound/SoundNode.h | |
virtual int32 GetNumSounds
(
const UPTRINT NodeWaveInstanceHash, |
Returns the number of simultaneous sounds this node instance plays back. | Sound/SoundNode.h | |
virtual FText GetTitle() |
Sound/SoundNode.h | ||
virtual bool HasAttenuationNode() |
Returns whether the sound has an attenuation node. | Sound/SoundNode.h | |
virtual bool HasConcatenatorNode() |
Returns whether the sound has a sequencer node. | Sound/SoundNode.h | |
virtual bool HasDelayNode() |
Returns whether the sound cue has a delay node. | Sound/SoundNode.h | |
virtual void InsertChildNode
(
int32 Index |
Sound/SoundNode.h | ||
virtual bool IsPlayWhenSilent() |
Returns true if the sound node is set to play when silent. | Sound/SoundNode.h | |
virtual void LoadChildWavePlayerAssets
(
bool bAddToRoot, |
Load wave assets for any wave player sound nodes childed off of this node, taking into account quality nodes | Sound/SoundNode.h | |
virtual bool NotifyWaveInstanceFinished
(
FWaveInstance* WaveInstance |
Notifies the sound node that a wave instance in its subtree has finished. | Sound/SoundNode.h | |
virtual void OnBeginPIE
(
const bool bIsSimulating |
Called as PIE begins | Sound/SoundNode.h | |
virtual void OnEndPIE
(
const bool bIsSimulating |
Called as PIE ends | Sound/SoundNode.h | |
virtual void OverrideLoadingBehaviorOnChildWaves
(
const bool bRecurse, |
When this is called and stream caching is enabled, any wave player sound nodes childed off of this node with loading behavior set to "Inherited" will have their loading behavior updated and their bLoadingBehaviorOverridden flag raised | Sound/SoundNode.h | |
virtual void ParseNodes
(
FAudioDevice* AudioDevice, |
Sound/SoundNode.h | ||
void PlaceNode
(
int32 NodeColumn, |
Helper function to set the position of a sound node on a grid | Sound/SoundNode.h | |
virtual 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. | Sound/SoundNode.h | |
virtual void ReleaseRetainerOnChildWavePlayers
(
bool bRecurse |
Sound/SoundNode.h | ||
virtual void RemoveChildNode
(
int32 Index |
Sound/SoundNode.h | ||
virtual void RemoveSoundWaveOnChildWavePlayers () |
When called, this will find any child wave players connected to this node and null out their associated USoundWave, allowing the USoundWave to be garbage collected. | Sound/SoundNode.h | |
virtual 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. | Sound/SoundNode.h | |
virtual void SetChildNodes
(
TArray< USoundNode* >& InChildNodes |
Set the entire Child Node array directly, allows GraphNodes to fully control node layout. | Sound/SoundNode.h | |
virtual bool SupportsSubtitles () |
Returns if this node has been set to be allowed virtual. | Sound/SoundNode.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Sound/SoundNode.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Sound/SoundNode.h | ||
virtual void PostLoad() |
Sound/SoundNode.h | ||
virtual void Serialize
(
FArchive& Ar |
Sound/SoundNode.h |
Overridden from UObjectBaseUtility
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanBeClusterRoot() |
Sound/SoundNode.h | ||
virtual bool CanBeInCluster() |
Sound/SoundNode.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Sound/SoundNode.h | ||
static UPTRINT GetNodeWaveInstanceHash
(
const UPTRINT ParentWaveInstanceHash, |
Used to create a unique string to identify unique nodes | Sound/SoundNode.h | |
static UPTRINT GetNodeWaveInstanceHash
(
const UPTRINT ParentWaveInstanceHash, |
Sound/SoundNode.h |