#include <Audio.h>
◆ FSoundSource()
◆ ~FSoundSource()
| FSoundSource::~FSoundSource |
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| ) |
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virtualdefault |
◆ Describe()
| FString FSoundSource::Describe |
( |
bool |
bUseLongName | ) |
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virtual |
Returns a string describing the source (subclass can override, but it should call the base and append).
◆ GetBuffer()
Returns the contained sound buffer object.
◆ GetChannelLocations()
◆ GetDebugVolume()
| float FSoundSource::GetDebugVolume |
( |
const float |
InVolume | ) |
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protected |
Returns the volume of the sound source after evaluating debug commands
◆ GetEnvelopeValue()
Returns the source's envelope at the callback block rate. Only implemented in audio mixer.
Reimplemented in Audio::FMixerSource.
◆ GetNumChannels()
| int32 FSoundSource::GetNumChannels |
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| ) |
const |
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inline |
◆ GetNumFramesPlayed()
| int64 FSoundSource::GetNumFramesPlayed |
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const |
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virtual |
Returns the number of frames (Samples / NumChannels) played by the sound source.
Reimplemented in Audio::FMixerSource.
◆ GetNumTotalFrames()
| int32 FSoundSource::GetNumTotalFrames |
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| ) |
const |
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virtual |
Returns the total number of frames of audio for the sound wave.
◆ GetPlaybackPercent()
| float FSoundSource::GetPlaybackPercent |
( |
| ) |
const |
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virtual |
◆ GetRelativeRenderCost()
Returns the source's estimated relative render cost (relative to a single decoded sound). Used for debug information and to constrain overall CPU usage.
Reimplemented in Audio::FMixerSource.
◆ GetSourceSampleRate()
| float FSoundSource::GetSourceSampleRate |
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| ) |
const |
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virtual |
Returns the sample (frame) rate of the audio played by the sound source.
◆ GetSpatializationParams()
Gets parameters necessary for computing 3d spatialization of sources.
◆ GetStartFrame()
| int32 FSoundSource::GetStartFrame |
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| ) |
const |
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virtual |
Returns the frame index on which the sound source began playback.
◆ GetWaveInstance()
Returns the wave instance of the sound source.
◆ Init()
◆ InitCommon()
| void FSoundSource::InitCommon |
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| ) |
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protected |
Initializes common data for all sound source types.
◆ InitializeSourceEffects()
Initializes any source effects for this sound source.
◆ IsFinished()
◆ IsGameOnly()
| bool FSoundSource::IsGameOnly |
( |
| ) |
const |
Returns source is an in-game only. Will pause when in UI.
◆ IsInitialized()
◆ IsPaused()
| bool FSoundSource::IsPaused |
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| ) |
const |
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inline |
Returns true if the sound is paused.
◆ IsPausedByGame()
| bool FSoundSource::IsPausedByGame |
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| ) |
const |
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inline |
Returns true if the sound is paused.
◆ IsPausedManually()
| bool FSoundSource::IsPausedManually |
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| ) |
const |
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inline |
◆ IsPlaying()
| bool FSoundSource::IsPlaying |
( |
| ) |
const |
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inline |
Returns whether or not the sound source is playing.
◆ IsPreparedToInit()
◆ IsReverbApplied()
| bool FSoundSource::IsReverbApplied |
( |
| ) |
const |
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inline |
Returns true if reverb should be applied.
◆ IsStopping()
Whether or not the source is stopping. Only implemented in audio mixer.
Reimplemented in Audio::FMixerSource.
◆ NotifyPlaybackData()
| void FSoundSource::NotifyPlaybackData |
( |
| ) |
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◆ Pause()
◆ Play()
◆ PrepareForInitialization()
◆ SetFilterFrequency()
| void FSoundSource::SetFilterFrequency |
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| ) |
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Updates the FilterFrequency value.
◆ SetLFEBleed()
| float FSoundSource::SetLFEBleed |
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| ) |
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Updates and sets the LFEBleed variable.
◆ SetPauseByGame()
| void FSoundSource::SetPauseByGame |
( |
bool |
bInIsPauseByGame | ) |
|
Pause the source from game pause
◆ SetPauseManually()
| void FSoundSource::SetPauseManually |
( |
bool |
bInIsPauseManually | ) |
|
Pause the source manually
◆ SetReverbApplied()
| bool FSoundSource::SetReverbApplied |
( |
bool |
bHardwareAvailable | ) |
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Set the bReverbApplied variable.
◆ SetVirtual()
| void FSoundSource::SetVirtual |
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| ) |
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inline |
Sets if this voice is virtual.
◆ Stop()
◆ StopNow()
◆ Update()
◆ UpdateCommon()
| void FSoundSource::UpdateCommon |
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| ) |
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protected |
Updates common data for all sound source types.
◆ UpdatePause()
| void FSoundSource::UpdatePause |
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| ) |
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protected |
Updates this source's pause state
◆ UpdateStereoEmitterPositions()
| void FSoundSource::UpdateStereoEmitterPositions |
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| ) |
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Updates the stereo emitter positions of this voice.
◆ FActiveSound
◆ FAudioDevice
◆ AudioDevice
◆ bInitialized
| uint8 FSoundSource::bInitialized |
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protected |
Whether or not the sound source is initialized.
◆ bIsManuallyPaused
| uint8 FSoundSource::bIsManuallyPaused |
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protected |
Whether or not we were paused manually.
◆ bIsPausedByGame
| uint8 FSoundSource::bIsPausedByGame |
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protected |
Whether we are paused by game state or not.
◆ bIsPreviewSound
| uint8 FSoundSource::bIsPreviewSound |
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protected |
Whether or not the sound is a preview sound.
◆ bIsVirtual
| uint32 FSoundSource::bIsVirtual |
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protected |
True if this isn't a real hardware voice
◆ bReverbApplied
| uint8 FSoundSource::bReverbApplied |
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protected |
Cached sound mode value used to detect when to switch outputs.
◆ Buffer
Cached sound buffer associated with currently bound wave instance.
◆ HPFFrequency
| float FSoundSource::HPFFrequency |
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protected |
What frequency to set the HPF filter to. Note this could be caused by HPF distance attenuation.
◆ LastHeardUpdate
| int32 FSoundSource::LastHeardUpdate |
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protected |
Last tick when this source was active and had a hearable volume
◆ LastHPFFrequency
The last HPF frequency set. Used to avoid making API calls when parameter doesn't changing.
◆ LastLPFFrequency
The last LPF frequency set. Used to avoid making API calls when parameter doesn't changing.
◆ LastUpdate
| int32 FSoundSource::LastUpdate |
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protected |
Last tick when this source was active
◆ LeftChannelSourceLocation
| FVector FSoundSource::LeftChannelSourceLocation |
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protected |
The location of the left-channel source for stereo spatialization.
◆ LFEBleed
| float FSoundSource::LFEBleed |
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protected |
The amount of a sound to bleed to the LFE speaker
◆ LPFFrequency
| float FSoundSource::LPFFrequency |
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protected |
What frequency to set the LPF filter to. Note this could be caused by occlusion, manual LPF application, or LPF distance attenuation.
◆ NumChannels
| int32 FSoundSource::NumChannels = 0 |
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protected |
◆ NumFramesPlayed
| int32 FSoundSource::NumFramesPlayed |
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protected |
The number of frames (Samples / NumChannels) played by the sound source.
◆ NumTotalFrames
| int32 FSoundSource::NumTotalFrames |
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protected |
The total number of frames of audio for the sound wave
◆ Paused
| uint8 FSoundSource::Paused |
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protected |
Whether or not we are actually paused.
◆ Pitch
| float FSoundSource::Pitch |
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protected |
The pitch of the sound source.
◆ PlaybackTime
| float FSoundSource::PlaybackTime |
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protected |
The virtual current playback time. Used to trigger notifications when finished.
◆ Playing
Whether we are playing or not.
◆ RightChannelSourceLocation
| FVector FSoundSource::RightChannelSourceLocation |
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protected |
The location of the right-channel source for stereo spatialization.
◆ StartFrame
| int32 FSoundSource::StartFrame |
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protected |
◆ TickCount
| int32 FSoundSource::TickCount |
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protected |
Update tick count. Used to stop oldest stopping sound source.
◆ VoiceId
Effect ID of this sound source in the audio device sound source array.
◆ WaveInstance
The documentation for this class was generated from the following files:
- Engine/Source/Runtime/Engine/Public/Audio.h
- Engine/Source/Runtime/Engine/Private/Audio.cpp