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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <Audio.h>
Inheritance diagram for FSoundBuffer:Public Member Functions | |
| FSoundBuffer (class FAudioDevice *InAudioDevice) | |
| virtual ENGINE_API | ~FSoundBuffer () |
| virtual ENGINE_API FString | Describe (bool bUseLongName) |
| FName | GetSoundClassName () |
| FString | GetChannelsDesc () |
| virtual bool | ReadCompressedInfo (USoundWave *SoundWave) |
| virtual bool | ReadCompressedData (uint8 *Destination, int32 NumFramesToDecode, bool bLooping) |
| virtual void | Seek (const float SeekTime) |
| virtual int32 | GetCurrentChunkIndex () const |
| virtual int32 | GetCurrentChunkOffset () const |
| virtual bool | IsRealTimeSourceReady () |
| virtual void | EnsureRealtimeTaskCompletion () |
Public Attributes | |
| virtual int32 | GetSize () PURE_VIRTUAL(FSoundBuffer |
| int32 | ResourceID |
| int32 | NumChannels |
| FString | ResourceName |
| bool | bAllocationInPermanentPool |
| class FAudioDevice * | AudioDevice |
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inline |
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virtual |
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virtual |
Describe the buffer (platform can override to add to the description, but should call the base class version)
| bUseLongNames | If TRUE, this will print out the full path of the sound resource, otherwise, it will show just the object name |
Forces any pending async realtime source tasks to finish for the buffer
| FString FSoundBuffer::GetChannelsDesc | ( | ) |
Turn the number of channels into a string description
Gets the chunk index that was last read from (for Streaming Manager requests)
Reimplemented in Audio::FMixerBuffer, and FIOSAudioSoundBuffer.
Gets the offset into the chunk that was last read to (for Streaming Manager priority)
Reimplemented in Audio::FMixerBuffer, and FIOSAudioSoundBuffer.
| FName FSoundBuffer::GetSoundClassName | ( | ) |
Return the name of the sound class for this buffer
This will return the name of the SoundClass of the Sound that this buffer(SoundWave) belongs to. NOTE: This will find the first cue in the ObjectIterator list. So if we are using SoundWaves in multiple places we will pick up the first one only.
Returns whether or not a real-time decoding buffer is ready for playback
Reimplemented in Audio::FMixerBuffer.
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inlinevirtual |
Reads the next compressed data chunk
Reimplemented in FIOSAudioSoundBuffer.
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inlinevirtual |
Reads the compressed info of the given sound wave. Not implemented on all platforms.
Reimplemented in Audio::FMixerBuffer, and FIOSAudioSoundBuffer.
Seeks the buffer to the given seek time
Reimplemented in Audio::FMixerBuffer.
| class FAudioDevice* FSoundBuffer::AudioDevice |
Parent Audio Device used when creating the sound buffer. Used to remove tracking info on this sound buffer when its done.
| bool FSoundBuffer::bAllocationInPermanentPool |
Whether memory for this buffer has been allocated from permanent pool.
| virtual int32 FSoundBuffer::GetSize() PURE_VIRTUAL(FSoundBuffer | ( | void | ) |
| int32 FSoundBuffer::NumChannels |
Cumulative channels from all streams
| int32 FSoundBuffer::ResourceID |
Unique ID that ties this buffer to a USoundWave
| FString FSoundBuffer::ResourceName |
Human readable name of resource, most likely name of UObject associated during caching.