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Defines how a sound loops; either indefinitely, or for a set number of times. Note: The Looping node should only be used for logical or procedural looping such as introducing a delay. These sounds will not be played seamlessly. If you want a sound to loop seamlessly and indefinitely, use the Looping flag on the Wave Player node for that sound.
| Name | USoundNodeLooping |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SoundNodeLooping.h |
| Include Path | #include "Sound/SoundNodeLooping.h" |
Syntax
UCLASS (HideCategories=Object, EditInlineNew, MinimalAPI, Meta=(DisplayName="Looping"))
class USoundNodeLooping : public USoundNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USoundNode → USoundNodeLooping
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USoundNodeLooping
(
const FObjectInitializer& ObjectInitializer |
Sound/SoundNodeLooping.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bLoopIndefinitely | uint32 | If enabled, the node will continue to loop indefinitely regardless of the Loop Count value. | Sound/SoundNodeLooping.h |
|
| LoopCount | int32 | The amount of times to loop | Sound/SoundNodeLooping.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ParseNodes
(
FAudioDevice* AudioDevice, |
Sound/SoundNodeLooping.h |
Overridden from USoundNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float GetDuration() |
Returns the maximum duration this sound node will play for. | Sound/SoundNodeLooping.h | |
virtual int32 GetNumSounds
(
const UPTRINT NodeWaveInstanceHash, |
Returns the number of simultaneous sounds this node instance plays back. | Sound/SoundNodeLooping.h | |
virtual bool NotifyWaveInstanceFinished
(
FWaveInstance* WaveInstance |
Notifies the sound node that a wave instance in its subtree has finished. | Sound/SoundNodeLooping.h |