Navigation
API > API/Runtime > API/Runtime/Engine
Plays different sounds depending on the number of active sounds Any time a new sound is played, the first group that has an available slot will be chosen
| Name | USoundNodeGroupControl |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SoundNodeGroupControl.h |
| Include Path | #include "Sound/SoundNodeGroupControl.h" |
Syntax
UCLASS (HideCategories=Object, EditInlineNew, MinimalAPI, Meta=(DisplayName="Group Control"))
class USoundNodeGroupControl : public USoundNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USoundNode → USoundNodeGroupControl
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USoundNodeGroupControl
(
const FObjectInitializer& ObjectInitializer |
Sound/SoundNodeGroupControl.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| GroupControlSlotUsageMap | TMap< USoundNodeGroupControl *, TArray< TMap< FActiveSound *, int32 > > > | Sound/SoundNodeGroupControl.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GroupSizes | TArray< int32 > | How many active sounds are allowed for each group | Sound/SoundNodeGroupControl.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ParseNodes
(
FAudioDevice* AudioDevice, |
Sound/SoundNodeGroupControl.h |
Overridden from USoundNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateStartingConnectors () |
Editor interface. | Sound/SoundNodeGroupControl.h | |
virtual int32 GetMaxChildNodes() |
Returns the maximum number of child nodes this node can possibly have | Sound/SoundNodeGroupControl.h | |
virtual void InsertChildNode
(
int32 Index |
Sound/SoundNodeGroupControl.h | ||
virtual bool NotifyWaveInstanceFinished
(
FWaveInstance* WaveInstance |
Notifies the sound node that a wave instance in its subtree has finished. | Sound/SoundNodeGroupControl.h | |
virtual void RemoveChildNode
(
int32 Index |
Sound/SoundNodeGroupControl.h | ||
virtual void SetChildNodes
(
TArray< USoundNode* >& InChildNodes |
Ensure amount of Groups matches new amount of children | Sound/SoundNodeGroupControl.h |