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

#include <ActiveSoundUpdateInterface.h>

Public Member Functions

virtual void GatherInteriorData (const FActiveSound &ActiveSound, FSoundParseParameters &ParseParams)
 
virtual void ApplyInteriorSettings (const FActiveSound &ActiveSound, FSoundParseParameters &ParseParams)
 
virtual void NotifyActiveSoundOwner (FActiveSound &ActiveSound, const UObject *Owner)
 
virtual void NotifyActiveSoundCreated (FActiveSound &ActiveSound)
 
virtual void NotifyActiveSoundDeleting (const FActiveSound &ActiveSound)
 
virtual void NotifyVirtualizedSoundCreated (FActiveSound &ActiveSound)
 
virtual void NotifyVirtualizedSoundDeleting (const FActiveSound &ActiveSound)
 
virtual void OnNotifyAddActiveSound (FActiveSound &ActiveSound)
 
virtual void OnNotifyPendingDelete (const FActiveSound &ActiveSound)
 

Member Function Documentation

◆ ApplyInteriorSettings()

virtual void IActiveSoundUpdateInterface::ApplyInteriorSettings ( const FActiveSound ActiveSound,
FSoundParseParameters ParseParams 
)
inlinevirtual

Applies interior data previously collected to the active sound and parse parameters. NOTE! Called on the AudioThread

Parameters
ActiveSoundThe active sound affected
ParseParamsThe parameters to apply to the wave instances

◆ GatherInteriorData()

virtual void IActiveSoundUpdateInterface::GatherInteriorData ( const FActiveSound ActiveSound,
FSoundParseParameters ParseParams 
)
inlinevirtual

Gathers interior data that can affect the active sound. Non-const as this step can be used to track state about the sound on the implementing object NOTE! Called on the AudioThread

Parameters
ActiveSoundThe active sound affected
ParseParamsThe parameters to apply to the wave instances

◆ NotifyActiveSoundCreated()

virtual void IActiveSoundUpdateInterface::NotifyActiveSoundCreated ( FActiveSound ActiveSound)
inlinevirtual

Called when an active sound has just been added to the audio engine, both for brand new sounds and for virtualized sounds that have just become active. In the latter case, a corresponding NotifyVirtualizedSoundDeleting will be received. You can correlate the two objects by matching their GetPlayOrder() value.

NOTE! Called on the AudioThread

Parameters
ActiveSoundThe active sound being created

◆ NotifyActiveSoundDeleting()

virtual void IActiveSoundUpdateInterface::NotifyActiveSoundDeleting ( const FActiveSound ActiveSound)
inlinevirtual

Called when an active sound has just been removed from the audio engine, by being stopped or virtualized. In either case, the referenced ActiveSound object is about to be deleted; any pointers to it should be discarded.

NOTE! Called on the AudioThread

Parameters
ActiveSoundThe active sound being deleted

◆ NotifyActiveSoundOwner()

virtual void IActiveSoundUpdateInterface::NotifyActiveSoundOwner ( FActiveSound ActiveSound,
const UObject Owner 
)
inlinevirtual

Called while an active sound is being constructed. Will be followed by either NotifyActiveSoundCreated or NotifyVirtualizedSoundCreated.

NOTE! Called on the GameThread

Parameters
ActiveSoundThe active sound being associated
OwnerThe owner it is associated with, or nullptr

◆ NotifyVirtualizedSoundCreated()

virtual void IActiveSoundUpdateInterface::NotifyVirtualizedSoundCreated ( FActiveSound ActiveSound)
inlinevirtual

Called when a virtualized sound has just been added to the audio engine, both for brand new sounds and for active sounds that have just become virtualized. When virtualizing, the corresponding NotifyActiveSoundDeleting will arrive after any fade-out has finished. You can correlate the two objects by matching their GetPlayOrder() value.

NOTE! Called on the AudioThread

Parameters
ActiveSoundThe virtualized sound being created

◆ NotifyVirtualizedSoundDeleting()

virtual void IActiveSoundUpdateInterface::NotifyVirtualizedSoundDeleting ( const FActiveSound ActiveSound)
inlinevirtual

Called when a virtualized sound has just been removed from the audio engine, by being stopped or re-triggered. In either case, the referenced ActiveSound object is about to be deleted; any pointers to it should be discarded.

NOTE! Called on the AudioThread

Parameters
ActiveSoundThe active sound being removed

◆ OnNotifyAddActiveSound()

virtual void IActiveSoundUpdateInterface::OnNotifyAddActiveSound ( FActiveSound ActiveSound)
inlinevirtual

◆ OnNotifyPendingDelete()

virtual void IActiveSoundUpdateInterface::OnNotifyPendingDelete ( const FActiveSound ActiveSound)
inlinevirtual

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