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This SoundNode uses GameUserSettings AudioQualityLevel (or the editor override) to choose which branch to play and at runtime will only load in to memory sound waves connected to the branch that will be selected
| Name | USoundNodeQualityLevel |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SoundNodeQualityLevel.h |
| Include Path | #include "Sound/SoundNodeQualityLevel.h" |
Syntax
UCLASS (HideCategories=Object, EditInlineNew, MinimalAPI, Meta=(DisplayName="Quality Level"))
class USoundNodeQualityLevel : public USoundNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USoundNode → USoundNodeQualityLevel
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CookedQualityLevelIndex | int32 | A Property to indicate which quality this node was cooked with. (INDEX_NONE if not cooked, or unset). | Sound/SoundNodeQualityLevel.h | |
| EditorOnlyCs | FCriticalSection | Critical section to protect Child nodes array while serializing. | Sound/SoundNodeQualityLevel.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void LoadChildWavePlayers
(
bool bAddToRoot, |
Sound/SoundNodeQualityLevel.h | ||
virtual void ParseNodes
(
FAudioDevice* AudioDevice, |
Sound/SoundNodeQualityLevel.h | ||
void ReconcileNode
(
bool bReconstructNode |
Sound/SoundNodeQualityLevel.h |
Overridden from USoundNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FText GetInputPinName
(
int32 PinIndex |
Get the name of a specific input pin | Sound/SoundNodeQualityLevel.h | |
virtual int32 GetMaxChildNodes() |
Returns the maximum number of child nodes this node can possibly have | Sound/SoundNodeQualityLevel.h | |
virtual int32 GetMinChildNodes() |
Returns the minimum number of child nodes this node must have | Sound/SoundNodeQualityLevel.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/SoundNodeQualityLevel.h | |
virtual void ReleaseRetainerOnChildWavePlayers
(
bool bRecurse |
Sound/SoundNodeQualityLevel.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/SoundNodeQualityLevel.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Sound/SoundNodeQualityLevel.h | ||
virtual void Serialize
(
FArchive& Ar |
Sound/SoundNodeQualityLevel.h |