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| Name | USoundWaveProcedural |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SoundWaveProcedural.h |
| Include Path | #include "Sound/SoundWaveProcedural.h" |
Syntax
UCLASS (MinimalAPI)
class USoundWaveProcedural : public USoundWave
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USoundBase → USoundWave → USoundWaveProcedural
Implements Interfaces
- IAudioPropertiesSheetAssetUserInterface
- IInterface_AssetUserData
- IAudioProxyDataFactory
- IInterface_AsyncCompilation
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USoundWaveProcedural
(
const FObjectInitializer& ObjectInitializer |
Sound/SoundWaveProcedural.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnSoundWaveProceduralUnderflow | FOnSoundWaveProceduralUnderflow | Called when GeneratePCMData is called but not enough data is available. | Sound/SoundWaveProcedural.h | |
| SampleByteSize | int32 | Size in bytes of a single sample of audio in the procedural audio buffer. | Sound/SoundWaveProcedural.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AudioBuffer | TArray< uint8 > | The actual audio buffer that can be consumed. QueuedAudio is fed to this buffer. Accessed only audio thread. | Sound/SoundWaveProcedural.h | |
| AvailableByteCount | FThreadSafeCounter | The amount of bytes queued and not yet consumed. | Sound/SoundWaveProcedural.h | |
| bReset | FThreadSafeBool | Flag to reset the audio buffer. | Sound/SoundWaveProcedural.h | |
| QueuedAudio | TQueue< TArray< uint8 > > | A thread safe queue for queuing audio to be consumed on audio thread. | Sound/SoundWaveProcedural.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetAvailableAudioByteCount() |
Query bytes queued for playback | Sound/SoundWaveProcedural.h | |
virtual int32 OnGeneratePCMAudio
(
TArray< uint8 >& OutAudio, |
Virtual function to generate PCM audio from the audio render thread. | Sound/SoundWaveProcedural.h | |
void QueueAudio
(
const uint8* AudioData, |
Add data to the FIFO that feeds the audio device. | Sound/SoundWaveProcedural.h | |
void ResetAudio () |
Remove all queued data from the FIFO. | Sound/SoundWaveProcedural.h |
Overridden from USoundWave
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginGetCompressedData
(
FName Format, |
Sound/SoundWaveProcedural.h | ||
virtual int32 GeneratePCMData
(
uint8* PCMData, |
This is only used for DTYPE_Procedural audio. | Sound/SoundWaveProcedural.h | |
virtual FByteBulkData * GetCompressedData
(
FName Format, |
Gets the compressed data from derived data cache for the specified platform Warning, the returned pointer isn't valid after we add new formats | Sound/SoundWaveProcedural.h | |
virtual int32 GetResourceSizeForFormat
(
FName Format |
Sound/SoundWaveProcedural.h | ||
virtual bool HasCompressedData
(
FName Format, |
Sound/SoundWaveProcedural.h | ||
virtual bool InitAudioResource
(
FName Format |
Copy the compressed audio data from derived data cache | Sound/SoundWaveProcedural.h | |
virtual void InitAudioResource
(
FByteBulkData& CompressedData |
Copy the compressed audio data from the bulk data | Sound/SoundWaveProcedural.h | |
virtual bool IsSeekable() |
Queries if Seeking is supported by the Decoder for this Wave. | Sound/SoundWaveProcedural.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Sound/SoundWaveProcedural.h | ||
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Sound/SoundWaveProcedural.h | ||
virtual void Serialize
(
FArchive& Ar |
Sound/SoundWaveProcedural.h |
Protected
Overridden from USoundWave
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void SerializeCuePoints
(
FArchive& Ar, |
Procedural Sounds don't represent a wav file, don't do anything when serializing cue points. | Sound/SoundWaveProcedural.h |