UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Audio::FSoundWavePCMWriter Class Reference

#include <SampleBufferIO.h>

Public Member Functions

ENGINE_API FSoundWavePCMWriter (int32 InChunkSize=WriterDefaultChunkSize)
 
ENGINE_API ~FSoundWavePCMWriter ()
 
ENGINE_API bool BeginGeneratingSoundWaveFromBuffer (const TSampleBuffer<> &InSampleBuffer, USoundWave *InSoundWave=nullptr, TFunction< void(const USoundWave *)> OnSuccess=[](const USoundWave *ResultingWave){})
 
ENGINE_API bool BeginWriteToSoundWave (const FString &FileName, const TSampleBuffer<> &InSampleBuffer, FString InPath, TFunction< void(const USoundWave *)> OnSuccess=[](const USoundWave *ResultingWave) {}, TObjectPtr< USoundWave > InSoundWaveTransformationTarget=nullptr)
 
ENGINE_API bool BeginWriteToWavFile (const TSampleBuffer<> &InSampleBuffer, const FString &FileName, const FString &FilePath, TFunction< void()> OnSuccess=[]() {})
 
ENGINE_API USoundWaveSynchronouslyWriteSoundWave (const TSampleBuffer<> &InSampleBuffer, const FString *FileName=nullptr, const FString *FilePath=nullptr)
 
ENGINE_API bool SynchronouslyWriteToWavFile (const TSampleBuffer<> &InSampleBuffer, const FString &FileName, const FString &FilePath, FString *OutFilePathName=nullptr)
 
ENGINE_API float CheckStatus (ESoundWavePCMWriterState *OutCurrentState=nullptr)
 
ENGINE_API void CancelWrite ()
 
ENGINE_API bool IsDone ()
 
ENGINE_API void Reset ()
 
ENGINE_API USoundWaveGetFinishedSoundWave ()
 
ENGINE_API void SaveFinishedSoundWaveToPath (const FString &FileName, FString InPath=FPaths::EngineContentDir())
 

Friends

class FAsyncSoundWavePCMWriteWorker
 

Constructor & Destructor Documentation

◆ FSoundWavePCMWriter()

Audio::FSoundWavePCMWriter::FSoundWavePCMWriter ( int32  InChunkSize = WriterDefaultChunkSize)

◆ ~FSoundWavePCMWriter()

Audio::FSoundWavePCMWriter::~FSoundWavePCMWriter ( )

Member Function Documentation

◆ BeginGeneratingSoundWaveFromBuffer()

bool Audio::FSoundWavePCMWriter::BeginGeneratingSoundWaveFromBuffer ( const TSampleBuffer<> &  InSampleBuffer,
USoundWave InSoundWave = nullptr,
TFunction< void(const USoundWave *)>  OnSuccess = [](const USoundWaveResultingWave){} 
)

◆ BeginWriteToSoundWave()

bool Audio::FSoundWavePCMWriter::BeginWriteToSoundWave ( const FString &  FileName,
const TSampleBuffer<> &  InSampleBuffer,
FString  InPath,
TFunction< void(const USoundWave *)>  OnSuccess = [](const USoundWaveResultingWave) {},
TObjectPtr< USoundWave InSoundWaveTransformationTarget = nullptr 
)

◆ BeginWriteToWavFile()

bool Audio::FSoundWavePCMWriter::BeginWriteToWavFile ( const TSampleBuffer<> &  InSampleBuffer,
const FString &  FileName,
const FString &  FilePath,
TFunction< void()>  OnSuccess = []() {} 
)

◆ CancelWrite()

void Audio::FSoundWavePCMWriter::CancelWrite ( )

◆ CheckStatus()

float Audio::FSoundWavePCMWriter::CheckStatus ( ESoundWavePCMWriterState OutCurrentState = nullptr)

◆ GetFinishedSoundWave()

USoundWave * Audio::FSoundWavePCMWriter::GetFinishedSoundWave ( )

◆ IsDone()

bool Audio::FSoundWavePCMWriter::IsDone ( )

◆ Reset()

void Audio::FSoundWavePCMWriter::Reset ( )

◆ SaveFinishedSoundWaveToPath()

void Audio::FSoundWavePCMWriter::SaveFinishedSoundWaveToPath ( const FString &  FileName,
FString  InPath = FPaths::EngineContentDir() 
)

◆ SynchronouslyWriteSoundWave()

USoundWave * Audio::FSoundWavePCMWriter::SynchronouslyWriteSoundWave ( const TSampleBuffer<> &  InSampleBuffer,
const FString *  FileName = nullptr,
const FString *  FilePath = nullptr 
)

◆ SynchronouslyWriteToWavFile()

bool Audio::FSoundWavePCMWriter::SynchronouslyWriteToWavFile ( const TSampleBuffer<> &  InSampleBuffer,
const FString &  FileName,
const FString &  FilePath,
FString *  OutFilePathName = nullptr 
)

Friends And Related Symbol Documentation

◆ FAsyncSoundWavePCMWriteWorker


The documentation for this class was generated from the following files: