Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/IAudioStreamingManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FAudioChunkHandle GetLoadedChunk
(
const TSharedRef< const FSoundWaveData >& SoundWave, |
Gets a pointer to a chunk of audio data | ContentStreaming.h | |
virtual FAudioChunkHandle GetLoadedChunk
(
const TSharedPtr< const FSoundWaveProxy >& SoundWave, |
ContentStreaming.h |
GetLoadedChunk(const TSharedRef< const FSoundWaveData > &, uint32, bool, bool)
Description
Gets a pointer to a chunk of audio data
| Name | GetLoadedChunk |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ContentStreaming.h |
| Include Path | #include "ContentStreaming.h" |
| Source | /Engine/Source/Runtime/Engine/Private/ContentStreaming.cpp |
virtual FAudioChunkHandle GetLoadedChunk
(
const TSharedRef < const FSoundWaveData > & SoundWave,
uint32 ChunkIndex,
bool bBlockForLoad,
bool bForImmediatePlayback
) const
a handle to the loaded chunk. Can return a default constructed FAudioChunkHandle if the chunk is not loaded yet.
Parameters
| Name | Remarks |
|---|---|
| SoundWave | SoundWave we want a chunk from |
| ChunkIndex | Index of the chunk we want |
| bBlockForLoad | if true, will block this thread until we finish loading this chunk. |
| bForImmediatePlayback | if true, will optionally reprioritize this chunk's load request. See au.streamcaching.PlaybackRequestPriority. |
GetLoadedChunk(const TSharedPtr< const FSoundWaveProxy > &, uint32, bool, bool)
| Name | GetLoadedChunk |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ContentStreaming.h |
| Include Path | #include "ContentStreaming.h" |
virtual FAudioChunkHandle GetLoadedChunk
(
const TSharedPtr < const FSoundWaveProxy > & SoundWave,
uint32 ChunkIndex,
bool bBlockForLoad,
bool bForImmediatePlayback
) const