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A source bus is a type of USoundBase and can be "played" like any sound.
| Name | USoundSourceBus |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SoundSourceBus.h |
| Include Path | #include "Sound/SoundSourceBus.h" |
Syntax
UCLASS (
HideCategories=(Compression, SoundWave, Streaming, Subtitles, Analysis, Format, Loading, Info, ImportSettings),
ClassGroup=Sound, Meta=(BlueprintSpawnableComponent), MinimalAPI)
class USoundSourceBus : public USoundWave
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USoundBase → USoundWave → USoundSourceBus
Implements Interfaces
- IAudioPropertiesSheetAssetUserInterface
- IInterface_AssetUserData
- IAudioProxyDataFactory
- IInterface_AsyncCompilation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USoundSourceBus
(
const FObjectInitializer& ObjectInitializer |
Sound/SoundSourceBus.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AudioBus | TObjectPtr< UAudioBus > | Audio bus to use as audio for this source bus. | Sound/SoundSourceBus.h |
|
| bAutoDeactivateWhenSilent | uint32 | Stop the source bus when the volume goes to zero. | Sound/SoundSourceBus.h |
|
| SourceBusChannels | ESourceBusChannels | How many channels to use for the source bus if the audio bus is not specified, otherwise it will use the audio bus object's channel count. | Sound/SoundSourceBus.h |
|
| SourceBusDuration | float | The duration (in seconds) to use for the source bus. | Sound/SoundSourceBus.h |
|
Functions
Public
Overridden from USoundWave
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginCachePlatformData() |
Begins caching platform data in the background. | Sound/SoundSourceBus.h | |
virtual void CachePlatformData
(
bool bAsyncCache |
Caches platform data for the sound. | Sound/SoundSourceBus.h | |
virtual bool CanVisualizeAsset() |
Sound/SoundSourceBus.h | ||
virtual void FinishCachePlatformData() |
Blocks on async cache tasks and prepares platform data for use. | Sound/SoundSourceBus.h | |
virtual bool IsSeekable() |
Queries if Seeking is supported by the Decoder for this Wave. | Sound/SoundSourceBus.h | |
virtual void SerializeCookedPlatformData
(
FArchive& Ar |
Serializes cooked platform data. | Sound/SoundSourceBus.h |
Overridden from USoundBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float GetDuration() |
Returns the length of the sound | Sound/SoundSourceBus.h | |
virtual bool IsPlayable() |
Returns whether the sound base is set up in a playable manner | Sound/SoundSourceBus.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginCacheForCookedPlatformData
(
const ITargetPlatform* TargetPlatform |
Override the SoundWave behavior so that we don't ask DDC for compressed data. | Sound/SoundSourceBus.h | |
virtual void ClearCachedCookedPlatformData
(
const ITargetPlatform* TargetPlatform |
Sound/SoundSourceBus.h | ||
virtual bool IsCachedCookedPlatformDataLoaded
(
const ITargetPlatform* TargetPlatform |
Sound/SoundSourceBus.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Sound/SoundSourceBus.h | ||
virtual void PostLoad() |
Sound/SoundSourceBus.h | ||
virtual void Serialize
(
FArchive& InArchive |
Sound/SoundSourceBus.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Init() |
Sound/SoundSourceBus.h |
Overridden from USoundWave
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void SerializeCuePoints
(
FArchive& Ar, |
SourceBus doesn't represent a wav file, don't do anything when serializing cue points. | Sound/SoundSourceBus.h |