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Sound node that contains a reference to the raw wave file to be played
| Name | USoundNodeWavePlayer |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SoundNodeWavePlayer.h |
| Include Path | #include "Sound/SoundNodeWavePlayer.h" |
Syntax
UCLASS (HideCategories=Object, EditInlineNew, MinimalAPI, Meta=(DisplayName="Wave Player"))
class USoundNodeWavePlayer : public USoundNodeAssetReferencer
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USoundNode → USoundNodeAssetReferencer → USoundNodeWavePlayer
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bLooping | uint8 | Sound/SoundNodeWavePlayer.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAsyncLoading | uint8 | Sound/SoundNodeWavePlayer.h | ||
| bAsyncLoadRequestPending | FThreadSafeBool | Set to true when we enqueue a task to the game thread to load the asset associated with this thread. | Sound/SoundNodeWavePlayer.h | |
| SoundWave | TObjectPtr< USoundWave > | Sound/SoundNodeWavePlayer.h |
|
|
| SoundWaveAssetPtr | TSoftObjectPtr< USoundWave > | Sound/SoundNodeWavePlayer.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USoundWave * GetSoundWave() |
Sound/SoundNodeWavePlayer.h | ||
bool IsCurrentlyAsyncLoadingAsset() |
If this returns true, this wave player currently has an async load for the USoundWave in flight. | Sound/SoundNodeWavePlayer.h | |
virtual void ParseNodes
(
FAudioDevice* AudioDevice, |
Sound/SoundNodeWavePlayer.h | ||
void SetSoundWave
(
USoundWave* SoundWave |
Sound/SoundNodeWavePlayer.h |
Overridden from USoundNodeAssetReferencer
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ClearAssetReferences() |
Sound/SoundNodeWavePlayer.h | ||
virtual bool ContainsProceduralSoundReference() |
Sound/SoundNodeWavePlayer.h | ||
virtual void LoadAsset
(
bool bAddToRoot |
Sound/SoundNodeWavePlayer.h |
Overridden from USoundNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float GetDuration() |
Returns the maximum duration this sound node will play for. | Sound/SoundNodeWavePlayer.h | |
virtual int32 GetMaxChildNodes() |
Returns the maximum number of child nodes this node can possibly have | Sound/SoundNodeWavePlayer.h | |
virtual int32 GetNumSounds
(
const UPTRINT NodeWaveInstanceHash, |
Returns the number of simultaneous sounds this node instance plays back. | Sound/SoundNodeWavePlayer.h | |
virtual FText GetTitle() |
Sound/SoundNodeWavePlayer.h | ||
virtual bool IsPlayWhenSilent() |
Returns true if the sound node is set to play when silent. | Sound/SoundNodeWavePlayer.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Sound/SoundNodeWavePlayer.h | ||
virtual void Serialize
(
FArchive& Ar |
Sound/SoundNodeWavePlayer.h |