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| CORE_API UE::Tasks::FPipe | GAudioPipe |
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| CORE_API std::atomic< bool > | GIsAudioThreadRunning |
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| CORE_API std::atomic< bool > | GIsAudioThreadSuspended |
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| FAutoConsoleVariableRef | CVarSuspendAudioThread (TEXT("AudioThread.SuspendAudioThread"), GCVarSuspendAudioThread, TEXT("0=Resume, 1=Suspend"), ECVF_Cheat) |
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| FAutoConsoleVariableRef | CVarAboveNormalAudioThreadPri (TEXT("AudioThread.AboveNormalPriority"), GCVarAboveNormalAudioThreadPri, TEXT("0=Normal, 1=AboveNormal"), ECVF_Default) |
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| FAutoConsoleVariableRef | CVarEnableAudioCommandLogging (TEXT("AudioThread.EnableAudioCommandLogging"), GCVarEnableAudioCommandLogging, TEXT("0=Disbaled, 1=Enabled"), ECVF_Default) |
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| FAutoConsoleVariableRef | CVarEnableBatchProcessing (TEXT("AudioThread.EnableBatchProcessing"), GCVarEnableBatchProcessing, TEXT("0: Not Enabled, 1: Enabled"), ECVF_Default) |
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| FAutoConsoleVariableRef | CVarAudioCommandFenceWaitTimeMs (TEXT("AudioCommand.FenceWaitTimeMs"), GAudioCommandFenceWaitTimeMs, TEXT("Sets number of ms for fence wait"), ECVF_Default) |
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| bool | AudioCommandPrivate::bBatchGameThreadAudioCommands = true |
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| const FLazyName | AudioCommandPrivate::DiagnosticName ("FGameThreadAudioCommandQueue") |
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| FGameThreadAudioCommandQueue | AudioCommandPrivate::CommandQueue |
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| FAutoConsoleVariableRef | CVarAudioThreadUseSafeRunCommandOnGameThread (TEXT("AudioThread.UseSafeRunCommandOnGameThread"), GAudioThreadUseSafeRunCommandOnGameThread, TEXT("When active, limit commands sent to the game thread to run at a safe place inside a tick"), ECVF_Default) |
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| UE::Tasks::ETaskPriority | GAudioTaskPriority = UE::Tasks::ETaskPriority::Normal |
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