UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SoundWave.cpp File Reference
#include "Sound/SoundWave.h"
#include "Audio/AudioTimingLog.h"
#include "Audio/AudioTraceUtil.h"
#include "AudioCompressionSettingsUtils.h"
#include "AudioDecompress.h"
#include "AudioDerivedData.h"
#include "AudioDevice.h"
#include "Engine/Engine.h"
#include "Misc/Paths.h"
#include "Serialization/MemoryWriter.h"
#include "Sound/SoundSourceBus.h"
#include "Sound/SoundSubmix.h"
#include "Stats/StatsTrace.h"
#include "UObject/AssetRegistryTagsContext.h"
#include "UObject/FrameworkObjectVersion.h"
#include "UObject/Package.h"
#include "UObject/UObjectIterator.h"
#include "Interfaces/ITargetPlatform.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "Misc/App.h"
#include "Misc/ConfigCacheIni.h"
#include "SubtitleManager.h"
#include "Subtitles/ISubtitlesAndClosedCaptionsModule.h"
#include "Subtitles/SubtitlesAndClosedCaptionsDelegates.h"
#include "DerivedDataCacheInterface.h"
#include "EditorFramework/AssetImportData.h"
#include "ProfilingDebugging/CookStats.h"
#include "HAL/FileManager.h"
#include "DSP/SpectrumAnalyzer.h"
#include "DSP/EnvelopeFollower.h"
#include "Misc/OutputDeviceArchiveWrapper.h"
#include "Async/Async.h"
#include "UObject/UE5MainStreamObjectVersion.h"
#include "Algo/BinarySearch.h"
#include "Templates/UnrealTemplate.h"
#include "UObject/ObjectSaveContext.h"
#include "ISoundWaveCloudStreaming.h"
#include "SoundWaveCompiler.h"
#include "SoundFileIO/SoundFileIO.h"
#include "Serialization/MemoryReader.h"

Namespaces

namespace  SoundWave_Private
 

Functions

FArchiveoperator<< (FArchive &Ar, FSoundWaveCuePoint &CuePoint)
 

Variables

FAutoConsoleVariableRef CVarSoundWaveDefaultLoadingBehavior (SoundWaveDefaultLoadingBehaviorCVarName, SoundWaveDefaultLoadingBehaviorCVar, TEXT("1: Retain audio data on load, 2: prime audio data on load, 3: load on demand (No audio data is loaded until a USoundWave is played or primed)."), ECVF_Default)
 
FAutoConsoleVariableRef CVarForceNonStreamingInEditor (TEXT("au.editor.ForceAudioNonStreaming"), ForceNonStreamingInEditorCVar, TEXT("0: Honor the Play When Silent flag, 1: stop all silent non-procedural sources."), ECVF_Default)
 
int32 DisableRetainingCVar = 0
 
FAutoConsoleVariableRef CVarDisableRetaining (TEXT("au.streamcache.DisableRetaining"), DisableRetainingCVar, TEXT("0: Don't disable retaining, 1: disable retaining."), ECVF_Default)
 
FAutoConsoleVariableRef CVarRetainInlinedFirstChunk (TEXT("au.streamcache.RetainInlinedFirstChunk"), bRetainInlinedFirstChunkCVar, TEXT("0 is off, 1 or anything else is on"), ECVF_Default)
 
FAutoConsoleVariableRef CVarBlockOnChunkLoadCompletion (TEXT("au.streamcache.BlockOnChunkLoadCompletion"), BlockOnChunkLoadCompletionCVar, TEXT("0: Don't try to block after a SoundWave has completed loading a chunk, 1: Block after a USoundWave's chunk request has completed."), ECVF_Default)
 
FAutoConsoleVariableRef CVarDispatchToGameThreadOnChunkRequest (TEXT("au.streamcache.DispatchToGameThreadOnChunkRequest"), DispatchToGameThreadOnChunkRequestCVar, TEXT("0: as soon as the chunk is loaded, capture the audio chunk. 1: As soon as the chunk is loaded, dispatch a callback to the gamethread."), ECVF_Default)
 
FAutoConsoleVariableRef CvarAllowReverbForMultichannelSources (TEXT("au.AllowReverbForMultichannelSources"), AllowReverbForMultichannelSources, TEXT("0: Disable, >0: Enable"), ECVF_Default)
 

Function Documentation

◆ operator<<()

FArchive & operator<< ( FArchive Ar,
FSoundWaveCuePoint CuePoint 
)
inline

Variable Documentation

◆ CvarAllowReverbForMultichannelSources

FAutoConsoleVariableRef CvarAllowReverbForMultichannelSources(TEXT("au.AllowReverbForMultichannelSources"), AllowReverbForMultichannelSources, TEXT("0: Disable, >0: Enable"), ECVF_Default) ( TEXT("au.AllowReverbForMultichannelSources")  ,
AllowReverbForMultichannelSources  ,
TEXT("0: Disable, >0: Enable" ,
ECVF_Default   
)

◆ CVarBlockOnChunkLoadCompletion

FAutoConsoleVariableRef CVarBlockOnChunkLoadCompletion(TEXT("au.streamcache.BlockOnChunkLoadCompletion"), BlockOnChunkLoadCompletionCVar, TEXT("0: Don't try to block after a SoundWave has completed loading a chunk, 1: Block after a USoundWave's chunk request has completed."), ECVF_Default) ( TEXT("au.streamcache.BlockOnChunkLoadCompletion")  ,
BlockOnChunkLoadCompletionCVar  ,
TEXT("0: Don't try to block after a SoundWave has completed loading a chunk, 1: Block after a USoundWave's chunk request has completed." ,
ECVF_Default   
)

◆ CVarDisableRetaining

FAutoConsoleVariableRef CVarDisableRetaining(TEXT("au.streamcache.DisableRetaining"), DisableRetainingCVar, TEXT("0: Don't disable retaining, 1: disable retaining."), ECVF_Default) ( TEXT("au.streamcache.DisableRetaining")  ,
DisableRetainingCVar  ,
TEXT("0: Don't disable retaining, 1: disable retaining." ,
ECVF_Default   
)

◆ CVarDispatchToGameThreadOnChunkRequest

FAutoConsoleVariableRef CVarDispatchToGameThreadOnChunkRequest(TEXT("au.streamcache.DispatchToGameThreadOnChunkRequest"), DispatchToGameThreadOnChunkRequestCVar, TEXT("0: as soon as the chunk is loaded, capture the audio chunk. 1: As soon as the chunk is loaded, dispatch a callback to the gamethread."), ECVF_Default) ( TEXT("au.streamcache.DispatchToGameThreadOnChunkRequest")  ,
DispatchToGameThreadOnChunkRequestCVar  ,
TEXT("0: as soon as the chunk is loaded, capture the audio chunk. 1: As soon as the chunk is loaded, dispatch a callback to the gamethread." ,
ECVF_Default   
)

◆ CVarForceNonStreamingInEditor

FAutoConsoleVariableRef CVarForceNonStreamingInEditor(TEXT("au.editor.ForceAudioNonStreaming"), ForceNonStreamingInEditorCVar, TEXT("0: Honor the Play When Silent flag, 1: stop all silent non-procedural sources."), ECVF_Default) ( TEXT("au.editor.ForceAudioNonStreaming")  ,
ForceNonStreamingInEditorCVar  ,
TEXT("0: Honor the Play When Silent flag, 1: stop all silent non-procedural sources." ,
ECVF_Default   
)

◆ CVarRetainInlinedFirstChunk

FAutoConsoleVariableRef CVarRetainInlinedFirstChunk(TEXT("au.streamcache.RetainInlinedFirstChunk"), bRetainInlinedFirstChunkCVar, TEXT("0 is off, 1 or anything else is on"), ECVF_Default) ( TEXT("au.streamcache.RetainInlinedFirstChunk")  ,
bRetainInlinedFirstChunkCVar  ,
TEXT("0 is off, 1 or anything else is on" ,
ECVF_Default   
)

◆ CVarSoundWaveDefaultLoadingBehavior

FAutoConsoleVariableRef CVarSoundWaveDefaultLoadingBehavior(SoundWaveDefaultLoadingBehaviorCVarName, SoundWaveDefaultLoadingBehaviorCVar, TEXT("1: Retain audio data on load, 2: prime audio data on load, 3: load on demand (No audio data is loaded until a USoundWave is played or primed)."), ECVF_Default) ( SoundWaveDefaultLoadingBehaviorCVarName  ,
SoundWaveDefaultLoadingBehaviorCVar  ,
TEXT("1: Retain audio data on load, 2: prime audio data on load, 3: load on demand (No audio data is loaded until a USoundWave is played or primed).")  ,
ECVF_Default   
)

◆ DisableRetainingCVar

int32 DisableRetainingCVar = 0