UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FActiveSound Struct Reference

#include <ActiveSound.h>

+ Inheritance diagram for FActiveSound:

Public Types

enum class  EFadeOut : uint8 { None , User , Concurrency }
 

Public Member Functions

ENGINE_API FActiveSound ()
 
ENGINE_API FActiveSound (const FActiveSound &)
 
ENGINE_API ~FActiveSound ()
 
uint32 GetObjectId () const override
 
ENGINE_API int32 GetPlayCount () const override
 
uint32 GetPlayOrder () const
 
bool IsPreviewSound () const override
 
ENGINE_API void Stop () override
 
uint32 GetInstanceID () const
 
uint64 GetAudioComponentID () const
 
FName GetAudioComponentUserID () const
 
ENGINE_API void ClearAudioComponent ()
 
ENGINE_API void SetAudioComponent (const FActiveSound &ActiveSound)
 
ENGINE_API void SetAudioComponent (const UAudioComponent &Component)
 
ENGINE_API void SetOwner (const AActor *Owner)
 
ENGINE_API FString GetAudioComponentName () const
 
ENGINE_API FString GetOwnerName () const
 
uint32 GetWorldID () const
 
TWeakObjectPtr< UWorldGetWeakWorld () const
 
UWorldGetWorld () const
 
ENGINE_API void SetWorld (UWorld *World)
 
ENGINE_API void SetPitch (float Value)
 
ENGINE_API void SetVolume (float Value)
 
float GetPitch () const
 
ENGINE_API float GetVolume () const
 
USoundBaseGetSound () const
 
ENGINE_API void SetSound (USoundBase *InSound)
 
USoundEffectSourcePresetChainGetSourceEffectChain () const
 
ENGINE_API void SetSourceEffectChain (USoundEffectSourcePresetChain *InSourceEffectChain)
 
ENGINE_API void SetSoundClass (USoundClass *SoundClass)
 
ENGINE_API void SetAttenuationSettingsAsset (TObjectPtr< USoundAttenuation > InSoundAttenuation)
 
ENGINE_API void SetAttenuationSettingsOverride (bool bInIsAttenuationSettingsOverridden)
 
void SetAudioDevice (FAudioDevice *InAudioDevice)
 
void SetSourceListener (FSharedISourceBufferListenerPtr InListener, bool bShouldZeroBuffer)
 
ENGINE_API int32 GetClosestListenerIndex () const
 
bool CanDelete () const
 
bool IsLooping () const
 
bool IsOneShot () const
 
bool IsPlayingAudio () const
 
ENGINE_API bool IsPlayWhenSilent () const
 
float GetConcurrencyPriority () const
 
EVirtualizationMode GetVirtualizationMode () const
 
void OverrideVirtualizationMode (EVirtualizationMode Mode)
 
void ClearVirtualizationModeOverride ()
 
Audio::IParameterTransmitterGetTransmitter ()
 
const Audio::IParameterTransmitterGetTransmitter () const
 
void ClearTransmitter ()
 
ENGINE_API void UpdateInterfaceParameters (const TArray< FListener > &InListeners)
 
ENGINE_API void UpdateWaveInstances (TArray< FWaveInstance * > &OutWaveInstances, const float DeltaTime)
 
ENGINE_API FWaveInstanceFindWaveInstance (const UPTRINT WaveInstanceHash)
 
ENGINE_API void RemoveWaveInstance (const UPTRINT WaveInstanceHash)
 
const TMap< UPTRINT, FWaveInstance * > & GetWaveInstances () const
 
ENGINE_API FWaveInstanceAddWaveInstance (const UPTRINT WaveInstanceHash)
 
ENGINE_API void ApplyRadioFilter (const FSoundParseParameters &ParseParams)
 
ENGINE_API float GetTotalConcurrencyVolumeScale () const
 
ENGINE_API void CollectAttenuationShapesForVisualization (TMultiMap< EAttenuationShape::Type, FBaseAttenuationSettings::AttenuationShapeDetails > &ShapeDetailsMap) const
 
ENGINE_API void AddReferencedObjects (FReferenceCollector &Collector)
 
ENGINE_API USoundClassGetSoundClass () const
 
ENGINE_API USoundSubmixBaseGetSoundSubmix () const
 
ENGINE_API void GetSoundSubmixSends (TArray< FSoundSubmixSendInfo > &OutSends) const
 
ENGINE_API void GetBusSends (EBusSendType BusSendType, TArray< FSoundSourceBusSendInfo > &OutSends) const
 
ENGINE_API bool HasNewBusSends () const
 
ENGINE_API TArray< TTuple< EBusSendType, FSoundSourceBusSendInfo > > const & GetNewBusSends () const
 
ENGINE_API void ResetNewBusSends ()
 
ENGINE_API void SetNewModulationRouting (const FSoundModulationDefaultRoutingSettings &NewRouting)
 
ENGINE_API void AddModulationRouting (const TSet< TObjectPtr< USoundModulatorBase > > &NewModulators, EModulationDestination Destination)
 
ENGINE_API void RemoveModulationRouting (const TSet< TObjectPtr< USoundModulatorBase > > &NewModulators, EModulationDestination Destination)
 
ENGINE_API TArray< TSet< TObjectPtr< USoundModulatorBase > > > GetEffectiveVolumeModulators () const
 
ENGINE_API int32 FindClosestListener (const TArray< struct FListener > &InListeners) const
 
ENGINE_API int32 FindClosestListener () const
 
FSoundOwnerObjectID GetOwnerID () const
 
FObjectKey GetOwnerKey () const
 
ENGINE_API void GetConcurrencyHandles (TArray< FConcurrencyHandle > &OutConcurrencyHandles) const
 
ENGINE_API bool GetConcurrencyFadeDuration (float &OutFadeDuration) const
 
ENGINE_API void ParseAttenuation (FSoundParseParameters &OutParseParams, int32 ListenerIndex, const FSoundAttenuationSettings &InAttenuationSettings)
 
ENGINE_API bool GetAlwaysPlay () const
 
ENGINE_API float GetHighestPriority (bool bIgnoreAlwaysPlay=false) const
 
ENGINE_API void SetSubmixSend (const FSoundSubmixSendInfo &SubmixSendInfo)
 
ENGINE_API void SetSourceBusSend (EBusSendType BusSendType, const FSoundSourceBusSendInfo &SourceBusSendInfo)
 
ENGINE_API void UpdateAttenuation (float DeltaTime, FSoundParseParameters &ParseParams, int32 ListenerIndex, const FSoundAttenuationSettings *SettingsAttenuationNode=nullptr)
 
ENGINE_API void UpdateFocusData (float DeltaTime, const FAttenuationListenerData &ListenerData, FAttenuationFocusData *OutFocusData=nullptr)
 
ENGINE_API void AddVolumeSubmixSends (FSoundParseParameters &ParseParams, EAudioVolumeLocationState LocationState)
 
- Public Member Functions inherited from ISoundModulatable
virtual ~ISoundModulatable ()=default
 

Static Public Member Functions

static ENGINE_API FActiveSoundCreateVirtualCopy (const FActiveSound &ActiveSoundToCopy, FAudioDevice &AudioDevice)
 
static ENGINE_API void OcclusionTraceDone (const FTraceHandle &TraceHandle, FTraceDatum &TraceDatum)
 

Public Attributes

FAudioDeviceAudioDevice
 
TMap< FConcurrencyGroupID, FConcurrencySoundDataConcurrencyGroupData
 
TSet< TObjectPtr< USoundConcurrency > > ConcurrencySet
 
uint8 bHasCheckedOcclusion:1
 
uint8 bAllowSpatialization:1
 
uint8 bHasAttenuationSettings:1
 
uint8 bShouldRemainActiveIfDropped:1
 
uint8 bFinished:1
 
uint8 bIsPaused:1
 
uint8 bShouldStopDueToMaxConcurrency:1
 
uint8 bHasVirtualized:1
 
uint8 bRadioFilterSelected:1
 
uint8 bApplyRadioFilter:1
 
uint8 bHandleSubtitles:1
 
uint8 bHasExternalSubtitles:1
 
uint8 bLocationDefined:1
 
uint8 bIgnoreForFlushing:1
 
uint8 bAlwaysPlay:1
 
uint8 bIsUISound:1
 
uint8 bIsMusic:1
 
uint8 bReverb:1
 
uint8 bCenterChannelOnly:1
 
uint8 bIsPreviewSound:1
 
uint8 bGotInteriorSettings:1
 
uint8 bApplyInteriorVolumes:1
 
uint8 bWarnedAboutOrphanedLooping:1
 
uint8 bEnableLowPassFilter: 1
 
uint8 bEnableHighPassFilter: 1
 
uint8 bUpdatePlayPercentage:1
 
uint8 bUpdateSingleEnvelopeValue:1
 
uint8 bUpdateMultiEnvelopeValue:1
 
uint8 bUpdatePlaybackTime:1
 
uint8 bIsPlayingAudio:1
 
uint8 bIsStopping:1
 
uint8 bHasActiveBusSendRoutingOverride: 1
 
uint8 bHasActiveMainSubmixOutputOverride: 1
 
uint8 bHasActiveSubmixSendRoutingOverride: 1
 
uint8 bEnableBusSendRoutingOverride: 1
 
uint8 bEnableMainSubmixOutputOverride: 1
 
uint8 bEnableSubmixSendRoutingOverride: 1
 
uint8 bIsFirstAttenuationUpdate: 1
 
uint8 bStartedWithinNonBinauralRadius: 1
 
uint8 bModulationRoutingUpdated: 1
 
uint8 bIsAttenuationSettingsOverridden: 1
 
uint8 UserIndex
 
EFadeOut FadeOut
 
FThreadSafeBool bIsOccluded
 
FThreadSafeBool bAsyncOcclusionPending
 
float PlaybackTime
 
float PlaybackTimeUnscaled
 
float PlaybackTimeNonVirtualized
 
float MinCurrentPitch
 
float RequestedStartTime
 
TSortedMap< UPTRINT, floatSeekRestartTimes
 
float VolumeMultiplier
 
float PitchMultiplier
 
float LowPassFilterFrequency
 
float HighPassFilterFrequency
 
Audio::FVolumeFader ComponentVolumeFader
 
FDynamicParameter CurrentOcclusionFilterFrequency
 
FDynamicParameter CurrentOcclusionVolumeAttenuation
 
float SubtitlePriority
 
float Priority
 
float VolumeConcurrency
 
float MaxSourceModulationValue
 
float OcclusionCheckInterval
 
float LastOcclusionCheckTime
 
float MaxDistance
 
FTransform Transform
 
FAttenuationFocusData FocusData
 
FVector LastLocation
 
FSoundAttenuationSettings AttenuationSettings
 
Audio::FQuartzQuantizedRequestData QuantizedRequestData
 
FSharedISourceBufferListenerPtr SourceBufferListener
 
bool bShouldSourceBufferListenerZeroBuffer = false
 
FInteriorSettings InteriorSettings
 
TArray< FAudioVolumeSubmixSendSettingsAudioVolumeSubmixSendSettings
 
TArray< FAudioVolumeSubmixSendSettingsPreviousAudioVolumeSubmixSendSettings
 
uint32 AudioVolumeID
 
double LastUpdateTime
 
float SourceInteriorVolume
 
float SourceInteriorLPF
 
float CurrentInteriorVolume
 
float CurrentInteriorLPF
 
int32 EnvelopeFollowerAttackTime
 
int32 EnvelopeFollowerReleaseTime
 
TMap< UPTRINT, uint32SoundNodeOffsetMap
 
TArray< uint8SoundNodeData
 
bool bHasNewBusSends
 
TArray< TTuple< EBusSendType, FSoundSourceBusSendInfo > > NewBusSends
 
FSoundModulationDefaultRoutingSettings ModulationRouting
 

Friends

class FAudioDevice
 
FArchiveoperator<< (FArchive &Ar, FActiveSound *ActiveSound)
 

Member Enumeration Documentation

◆ EFadeOut

Enumerator
None 
User 
Concurrency 

Constructor & Destructor Documentation

◆ FActiveSound() [1/2]

FActiveSound::FActiveSound ( )

◆ FActiveSound() [2/2]

FActiveSound::FActiveSound ( const FActiveSound )
default

◆ ~FActiveSound()

FActiveSound::~FActiveSound ( )

Member Function Documentation

◆ AddModulationRouting()

void FActiveSound::AddModulationRouting ( const TSet< TObjectPtr< USoundModulatorBase > > &  NewModulators,
EModulationDestination  Destination 
)

◆ AddReferencedObjects()

void FActiveSound::AddReferencedObjects ( FReferenceCollector Collector)

◆ AddVolumeSubmixSends()

void FActiveSound::AddVolumeSubmixSends ( FSoundParseParameters ParseParams,
EAudioVolumeLocationState  LocationState 
)

Apply the submix sends to our parse params as appropriate

◆ AddWaveInstance()

FWaveInstance & FActiveSound::AddWaveInstance ( const UPTRINT  WaveInstanceHash)

Add newly created wave instance to active sound

◆ ApplyRadioFilter()

void FActiveSound::ApplyRadioFilter ( const FSoundParseParameters ParseParams)

Check whether to apply the radio filter

◆ CanDelete()

bool FActiveSound::CanDelete ( ) const
inline

Returns whether or not the active sound can be deleted.

◆ ClearAudioComponent()

void FActiveSound::ClearAudioComponent ( )

◆ ClearTransmitter()

void FActiveSound::ClearTransmitter ( )
inline

◆ ClearVirtualizationModeOverride()

void FActiveSound::ClearVirtualizationModeOverride ( )

Stop using the Virtualization Mode Override

◆ CollectAttenuationShapesForVisualization()

void FActiveSound::CollectAttenuationShapesForVisualization ( TMultiMap< EAttenuationShape::Type, FBaseAttenuationSettings::AttenuationShapeDetails > &  ShapeDetailsMap) const

◆ CreateVirtualCopy()

FActiveSound * FActiveSound::CreateVirtualCopy ( const FActiveSound ActiveSoundToCopy,
FAudioDevice AudioDevice 
)
static

◆ FindClosestListener() [1/2]

int32 FActiveSound::FindClosestListener ( ) const

◆ FindClosestListener() [2/2]

int32 FActiveSound::FindClosestListener ( const TArray< struct FListener > &  InListeners) const

◆ FindWaveInstance()

FWaveInstance * FActiveSound::FindWaveInstance ( const UPTRINT  WaveInstanceHash)

Find an existing waveinstance attached to this audio component (if any)

◆ GetAlwaysPlay()

bool FActiveSound::GetAlwaysPlay ( ) const

Returns whether or not sound or any active wave instances it manages are set to always play

◆ GetAudioComponentID()

uint64 FActiveSound::GetAudioComponentID ( ) const
inline

◆ GetAudioComponentName()

FString FActiveSound::GetAudioComponentName ( ) const

◆ GetAudioComponentUserID()

FName FActiveSound::GetAudioComponentUserID ( ) const
inline

◆ GetBusSends()

void FActiveSound::GetBusSends ( EBusSendType  BusSendType,
TArray< FSoundSourceBusSendInfo > &  OutSends 
) const

Gets the sound source bus sends to use for this sound instance.

◆ GetClosestListenerIndex()

int32 FActiveSound::GetClosestListenerIndex ( ) const

◆ GetConcurrencyFadeDuration()

bool FActiveSound::GetConcurrencyFadeDuration ( float OutFadeDuration) const

◆ GetConcurrencyHandles()

void FActiveSound::GetConcurrencyHandles ( TArray< FConcurrencyHandle > &  OutConcurrencyHandles) const

Gets the sound concurrency handles applicable to this sound instance

◆ GetConcurrencyPriority()

float FActiveSound::GetConcurrencyPriority ( ) const

The priority used for concurrency calculations

◆ GetEffectiveVolumeModulators()

TArray< TSet< TObjectPtr< USoundModulatorBase > > > FActiveSound::GetEffectiveVolumeModulators ( ) const

Creates a copy of the modulation configuration for all WaveInstances on this ActiveSound. Each element in the array corresponds to a Wave Instance's modulation settings, factoring in the routing settings on the wave instances.

◆ GetHighestPriority()

float FActiveSound::GetHighestPriority ( bool  bIgnoreAlwaysPlay = false) const

Returns the highest effective priority of the child wave instances. If bIgnoreAlwaysPlay set to true, gives highest priority disregarding always play priority override.

◆ GetInstanceID()

uint32 FActiveSound::GetInstanceID ( ) const
inline

Returns a unique identifier for this active sound object

◆ GetNewBusSends()

TArray< TTuple< EBusSendType, FSoundSourceBusSendInfo > > const & FActiveSound::GetNewBusSends ( ) const

Lets the audio thread know if additional Source Bus Send information has been added

Returns
the array of Sound Bus Sends that have not yet been added to the render thread

◆ GetObjectId()

uint32 FActiveSound::GetObjectId ( ) const
inlineoverridevirtual

Gets the object definition id of the given playing sound's instance

Implements ISoundModulatable.

◆ GetOwnerID()

FSoundOwnerObjectID FActiveSound::GetOwnerID ( ) const
inline

Returns the unique ID of the active sound's owner if it exists. Returns 0 if the sound doesn't have an owner.

◆ GetOwnerKey()

FObjectKey FActiveSound::GetOwnerKey ( ) const
inline

Returns the unique Key of the active sound's owner if it exists. Returns default FObjectKey() if the sound doesn't have an owner.

◆ GetOwnerName()

FString FActiveSound::GetOwnerName ( ) const

◆ GetPitch()

float FActiveSound::GetPitch ( ) const
inline

◆ GetPlayCount()

int32 FActiveSound::GetPlayCount ( ) const
overridevirtual

Returns number of actively instances of sound playing (including virtualized instances)

Implements ISoundModulatable.

◆ GetPlayOrder()

uint32 FActiveSound::GetPlayOrder ( ) const
inline

◆ GetSound()

USoundBase * FActiveSound::GetSound ( ) const
inline

◆ GetSoundClass()

USoundClass * FActiveSound::GetSoundClass ( ) const

Get the sound class to apply on this sound instance

◆ GetSoundSubmix()

USoundSubmixBase * FActiveSound::GetSoundSubmix ( ) const

Get the sound submix to use for this sound instance

◆ GetSoundSubmixSends()

void FActiveSound::GetSoundSubmixSends ( TArray< FSoundSubmixSendInfo > &  OutSends) const

Gets the sound submix sends to use for this sound instance.

◆ GetSourceEffectChain()

USoundEffectSourcePresetChain * FActiveSound::GetSourceEffectChain ( ) const
inline

◆ GetTotalConcurrencyVolumeScale()

float FActiveSound::GetTotalConcurrencyVolumeScale ( ) const

Gets total concurrency gain stage based on all concurrency memberships of sound

◆ GetTransmitter() [1/2]

Audio::IParameterTransmitter * FActiveSound::GetTransmitter ( )
inline

◆ GetTransmitter() [2/2]

const Audio::IParameterTransmitter * FActiveSound::GetTransmitter ( ) const
inline

◆ GetVirtualizationMode()

EVirtualizationMode FActiveSound::GetVirtualizationMode ( ) const

◆ GetVolume()

float FActiveSound::GetVolume ( ) const

Gets volume product all gain stages pertaining to active sound

◆ GetWaveInstances()

const TMap< UPTRINT, FWaveInstance * > & FActiveSound::GetWaveInstances ( ) const
inline

◆ GetWeakWorld()

TWeakObjectPtr< UWorld > FActiveSound::GetWeakWorld ( ) const
inline

◆ GetWorld()

UWorld * FActiveSound::GetWorld ( ) const
inline

◆ GetWorldID()

uint32 FActiveSound::GetWorldID ( ) const
inline

◆ HasNewBusSends()

bool FActiveSound::HasNewBusSends ( ) const

Checks whether there are Source Bus Sends that have not yet been updated

Returns
true when there are new Source Bus Sends, false otherwise

◆ IsLooping()

bool FActiveSound::IsLooping ( ) const
inline

Whether or not the active sound is a looping sound.

◆ IsOneShot()

bool FActiveSound::IsOneShot ( ) const
inline

Whether or not the active sound a one-shot sound.

◆ IsPlayingAudio()

bool FActiveSound::IsPlayingAudio ( ) const
inline

Whether or not the active sound is currently playing audible sound.

◆ IsPlayWhenSilent()

bool FActiveSound::IsPlayWhenSilent ( ) const

Whether or not sound reference is valid and set to play when silent.

◆ IsPreviewSound()

bool FActiveSound::IsPreviewSound ( ) const
inlineoverridevirtual

Returns whether or not sound is an editor preview sound

Implements ISoundModulatable.

◆ OcclusionTraceDone()

void FActiveSound::OcclusionTraceDone ( const FTraceHandle TraceHandle,
FTraceDatum TraceDatum 
)
static

Delegate callback function when an async occlusion trace completes

◆ OverrideVirtualizationMode()

void FActiveSound::OverrideVirtualizationMode ( EVirtualizationMode  Mode)

Override the Virtualization settings set on Audio Component/Sound

◆ ParseAttenuation()

void FActiveSound::ParseAttenuation ( FSoundParseParameters OutParseParams,
int32  ListenerIndex,
const FSoundAttenuationSettings InAttenuationSettings 
)

Applies the active sound's attenuation settings to the input parse params using the given listener

◆ RemoveModulationRouting()

void FActiveSound::RemoveModulationRouting ( const TSet< TObjectPtr< USoundModulatorBase > > &  NewModulators,
EModulationDestination  Destination 
)

◆ RemoveWaveInstance()

void FActiveSound::RemoveWaveInstance ( const UPTRINT  WaveInstanceHash)

◆ ResetNewBusSends()

void FActiveSound::ResetNewBusSends ( )

Resets internal data of new Source Bus Sends

◆ SetAttenuationSettingsAsset()

void FActiveSound::SetAttenuationSettingsAsset ( TObjectPtr< USoundAttenuation InSoundAttenuation)

◆ SetAttenuationSettingsOverride()

void FActiveSound::SetAttenuationSettingsOverride ( bool  bInIsAttenuationSettingsOverridden)

◆ SetAudioComponent() [1/2]

void FActiveSound::SetAudioComponent ( const FActiveSound ActiveSound)

◆ SetAudioComponent() [2/2]

void FActiveSound::SetAudioComponent ( const UAudioComponent Component)

◆ SetAudioDevice()

void FActiveSound::SetAudioDevice ( FAudioDevice InAudioDevice)
inline

◆ SetNewModulationRouting()

void FActiveSound::SetNewModulationRouting ( const FSoundModulationDefaultRoutingSettings NewRouting)

◆ SetOwner()

void FActiveSound::SetOwner ( const AActor Owner)

◆ SetPitch()

void FActiveSound::SetPitch ( float  Value)

◆ SetSound()

void FActiveSound::SetSound ( USoundBase InSound)

◆ SetSoundClass()

void FActiveSound::SetSoundClass ( USoundClass SoundClass)

◆ SetSourceBusSend()

void FActiveSound::SetSourceBusSend ( EBusSendType  BusSendType,
const FSoundSourceBusSendInfo SourceBusSendInfo 
)

Sets the amount of audio from this active sound to send to the source bus.

◆ SetSourceEffectChain()

void FActiveSound::SetSourceEffectChain ( USoundEffectSourcePresetChain InSourceEffectChain)

◆ SetSourceListener()

void FActiveSound::SetSourceListener ( FSharedISourceBufferListenerPtr  InListener,
bool  bShouldZeroBuffer 
)
inline

◆ SetSubmixSend()

void FActiveSound::SetSubmixSend ( const FSoundSubmixSendInfo SubmixSendInfo)

Sets the amount of audio from this active sound to send to the submix.

◆ SetVolume()

void FActiveSound::SetVolume ( float  Value)

◆ SetWorld()

void FActiveSound::SetWorld ( UWorld World)

◆ Stop()

void FActiveSound::Stop ( )
overridevirtual

Stops sound.

Implements ISoundModulatable.

◆ UpdateAttenuation()

void FActiveSound::UpdateAttenuation ( float  DeltaTime,
FSoundParseParameters ParseParams,
int32  ListenerIndex,
const FSoundAttenuationSettings SettingsAttenuationNode = nullptr 
)

Updates the active sound's attenuation settings to the input parse params using the given listener

◆ UpdateFocusData()

void FActiveSound::UpdateFocusData ( float  DeltaTime,
const FAttenuationListenerData ListenerData,
FAttenuationFocusData OutFocusData = nullptr 
)

Updates the provided focus data using the local

◆ UpdateInterfaceParameters()

void FActiveSound::UpdateInterfaceParameters ( const TArray< FListener > &  InListeners)

◆ UpdateWaveInstances()

void FActiveSound::UpdateWaveInstances ( TArray< FWaveInstance * > &  OutWaveInstances,
const float  DeltaTime 
)

Friends And Related Symbol Documentation

◆ FAudioDevice

friend class FAudioDevice
friend

This is a friend so the audio device can call Stop() on the active sound.

◆ operator<<

FArchive & operator<< ( FArchive Ar,
FActiveSound ActiveSound 
)
friend

Friend archive function used for serialization.

Member Data Documentation

◆ AttenuationSettings

FSoundAttenuationSettings FActiveSound::AttenuationSettings

◆ AudioDevice

FAudioDevice* FActiveSound::AudioDevice

◆ AudioVolumeID

uint32 FActiveSound::AudioVolumeID

◆ AudioVolumeSubmixSendSettings

TArray<FAudioVolumeSubmixSendSettings> FActiveSound::AudioVolumeSubmixSendSettings

◆ bAllowSpatialization

uint8 FActiveSound::bAllowSpatialization

Is this sound allowed to be spatialized?

◆ bAlwaysPlay

uint8 FActiveSound::bAlwaysPlay

Whether to artificially prioritize the component to play

◆ bApplyInteriorVolumes

uint8 FActiveSound::bApplyInteriorVolumes

Whether some part of this sound will want interior sounds to be applied

◆ bApplyRadioFilter

uint8 FActiveSound::bApplyRadioFilter

If true, this sound will not be stopped when flushing the audio device.

◆ bAsyncOcclusionPending

FThreadSafeBool FActiveSound::bAsyncOcclusionPending

Whether or not there is an async occlusion trace pending

◆ bCenterChannelOnly

uint8 FActiveSound::bCenterChannelOnly

Whether or not this sound class forces sounds to the center channel

◆ bEnableBusSendRoutingOverride

uint8 FActiveSound::bEnableBusSendRoutingOverride

What the value of the enablement overrides are.

◆ bEnableHighPassFilter

uint8 FActiveSound::bEnableHighPassFilter

Whether or not we have a low-pass filter enabled on this active sound.

◆ bEnableLowPassFilter

uint8 FActiveSound::bEnableLowPassFilter

Whether or not we have a low-pass filter enabled on this active sound.

◆ bEnableMainSubmixOutputOverride

uint8 FActiveSound::bEnableMainSubmixOutputOverride

◆ bEnableSubmixSendRoutingOverride

uint8 FActiveSound::bEnableSubmixSendRoutingOverride

◆ bFinished

uint8 FActiveSound::bFinished

Whether the current component has finished playing

◆ bGotInteriorSettings

uint8 FActiveSound::bGotInteriorSettings

Whether we have queried for the interior settings at least once

◆ bHandleSubtitles

uint8 FActiveSound::bHandleSubtitles

If true, the AudioComponent will be notified when a Wave is started to handle subtitles

◆ bHasActiveBusSendRoutingOverride

uint8 FActiveSound::bHasActiveBusSendRoutingOverride

Whether or not we are overriding the routing enablement options on sounds.

◆ bHasActiveMainSubmixOutputOverride

uint8 FActiveSound::bHasActiveMainSubmixOutputOverride

◆ bHasActiveSubmixSendRoutingOverride

uint8 FActiveSound::bHasActiveSubmixSendRoutingOverride

◆ bHasAttenuationSettings

uint8 FActiveSound::bHasAttenuationSettings

Does this sound have attenuation settings specified.

◆ bHasCheckedOcclusion

uint8 FActiveSound::bHasCheckedOcclusion

Whether or not the sound has checked if it was occluded already. Used to initialize a sound as occluded and bypassing occlusion interpolation.

◆ bHasExternalSubtitles

uint8 FActiveSound::bHasExternalSubtitles

If true, subtitles are being provided for the sound externally, so it still needs to make sure the sound plays to trigger the subtitles.

◆ bHasNewBusSends

bool FActiveSound::bHasNewBusSends

◆ bHasVirtualized

uint8 FActiveSound::bHasVirtualized

Whether or not sound has been virtualized and then realized

◆ bIgnoreForFlushing

uint8 FActiveSound::bIgnoreForFlushing

If true, this sound will not be stopped when flushing the audio device.

◆ bIsAttenuationSettingsOverridden

uint8 FActiveSound::bIsAttenuationSettingsOverridden

If this is true the active sound uses the overridden struct of the sound not the attenuation settings asset.

◆ bIsFirstAttenuationUpdate

uint8 FActiveSound::bIsFirstAttenuationUpdate

◆ bIsMusic

uint8 FActiveSound::bIsMusic

Whether or not this audio component is a music clip

◆ bIsOccluded

FThreadSafeBool FActiveSound::bIsOccluded

whether we were occluded the last time we checked

◆ bIsPaused

uint8 FActiveSound::bIsPaused

Whether or not the active sound is paused. Independently set vs global pause or unpause.

◆ bIsPlayingAudio

uint8 FActiveSound::bIsPlayingAudio

Whether or not this active sound is playing audio, as in making audible sounds.

◆ bIsPreviewSound

uint8 FActiveSound::bIsPreviewSound

Whether or not this active sound is a preview sound

◆ bIsStopping

uint8 FActiveSound::bIsStopping

Whether or not the active sound is stopping.

◆ bIsUISound

uint8 FActiveSound::bIsUISound

Whether or not this sound plays when the game is paused in the UI

◆ bLocationDefined

uint8 FActiveSound::bLocationDefined

Whether the Location of the component is well defined

◆ bModulationRoutingUpdated

uint8 FActiveSound::bModulationRoutingUpdated

◆ bRadioFilterSelected

uint8 FActiveSound::bRadioFilterSelected

If true, the decision on whether to apply the radio filter has been made.

◆ bReverb

uint8 FActiveSound::bReverb

Whether or not the audio component should be excluded from reverb EQ processing

◆ bShouldRemainActiveIfDropped

uint8 FActiveSound::bShouldRemainActiveIfDropped

Whether the wave instances should remain active if they're dropped by the prioritization code. Useful for e.g. vehicle sounds that shouldn't cut out.

◆ bShouldSourceBufferListenerZeroBuffer

bool FActiveSound::bShouldSourceBufferListenerZeroBuffer = false

◆ bShouldStopDueToMaxConcurrency

uint8 FActiveSound::bShouldStopDueToMaxConcurrency

Whether or not to stop this active sound due to max concurrency

◆ bStartedWithinNonBinauralRadius

uint8 FActiveSound::bStartedWithinNonBinauralRadius

◆ bUpdateMultiEnvelopeValue

uint8 FActiveSound::bUpdateMultiEnvelopeValue

Whether or not this active sound will update the average envelope value of every wave instance that plays a sound source. Based on set delegates on audio component.

◆ bUpdatePlaybackTime

uint8 FActiveSound::bUpdatePlaybackTime

Whether or not the active sound should update it's owning audio component's playback time.

◆ bUpdatePlayPercentage

uint8 FActiveSound::bUpdatePlayPercentage

Whether or not this active sound will update play percentage. Based on set delegates on audio component.

◆ bUpdateSingleEnvelopeValue

uint8 FActiveSound::bUpdateSingleEnvelopeValue

Whether or not this active sound will update the envelope value of every wave instance that plays a sound source. Based on set delegates on audio component.

◆ bWarnedAboutOrphanedLooping

uint8 FActiveSound::bWarnedAboutOrphanedLooping

For debugging purposes, output to the log once that a looping sound has been orphaned

◆ ComponentVolumeFader

Audio::FVolumeFader FActiveSound::ComponentVolumeFader

Fader that tracks component volume

◆ ConcurrencyGroupData

TMap<FConcurrencyGroupID, FConcurrencySoundData> FActiveSound::ConcurrencyGroupData

The concurrent groups that this sound is actively playing in.

◆ ConcurrencySet

TSet<TObjectPtr<USoundConcurrency> > FActiveSound::ConcurrencySet

Optional USoundConcurrency to override for the sound.

◆ CurrentInteriorLPF

float FActiveSound::CurrentInteriorLPF

◆ CurrentInteriorVolume

float FActiveSound::CurrentInteriorVolume

◆ CurrentOcclusionFilterFrequency

FDynamicParameter FActiveSound::CurrentOcclusionFilterFrequency

The interpolated parameter for the low-pass frequency due to occlusion.

◆ CurrentOcclusionVolumeAttenuation

FDynamicParameter FActiveSound::CurrentOcclusionVolumeAttenuation

The interpolated parameter for the volume attenuation due to occlusion.

◆ EnvelopeFollowerAttackTime

int32 FActiveSound::EnvelopeFollowerAttackTime

◆ EnvelopeFollowerReleaseTime

int32 FActiveSound::EnvelopeFollowerReleaseTime

◆ FadeOut

EFadeOut FActiveSound::FadeOut

Type of fade out currently being applied

◆ FocusData

FAttenuationFocusData FActiveSound::FocusData

Cached data pertaining to focus system updated each frame

◆ HighPassFilterFrequency

float FActiveSound::HighPassFilterFrequency

The high-pass filter frequency to apply if bEnableHighPassFilter is true.

◆ InteriorSettings

FInteriorSettings FActiveSound::InteriorSettings

Cache what volume settings we had last time so we don't have to search again if we didn't move

◆ LastLocation

FVector FActiveSound::LastLocation

Location last time playback was updated

◆ LastOcclusionCheckTime

float FActiveSound::LastOcclusionCheckTime

Last time we checked for occlusion

◆ LastUpdateTime

double FActiveSound::LastUpdateTime

◆ LowPassFilterFrequency

float FActiveSound::LowPassFilterFrequency

The low-pass filter frequency to apply if bEnableLowPassFilter is true.

◆ MaxDistance

float FActiveSound::MaxDistance

The max distance this sound will be audible.

◆ MaxSourceModulationValue

float FActiveSound::MaxSourceModulationValue

The source's final mixed Modulation value, used to evaluate VolumeConcurrency

◆ MinCurrentPitch

float FActiveSound::MinCurrentPitch

◆ ModulationRouting

FSoundModulationDefaultRoutingSettings FActiveSound::ModulationRouting

◆ NewBusSends

TArray<TTuple<EBusSendType, FSoundSourceBusSendInfo> > FActiveSound::NewBusSends

◆ OcclusionCheckInterval

float FActiveSound::OcclusionCheckInterval

The time in seconds with which to check for occlusion from its closest listener

◆ PitchMultiplier

float FActiveSound::PitchMultiplier

◆ PlaybackTime

float FActiveSound::PlaybackTime

Duration between now and when the sound has been started.

◆ PlaybackTimeNonVirtualized

float FActiveSound::PlaybackTimeNonVirtualized

If virtualized, duration between last time virtualized and now.

◆ PlaybackTimeUnscaled

float FActiveSound::PlaybackTimeUnscaled

Unscaled duration between now and when the sound has been started. This value is not scaled by the playback rate of the sound

◆ PreviousAudioVolumeSubmixSendSettings

TArray<FAudioVolumeSubmixSendSettings> FActiveSound::PreviousAudioVolumeSubmixSendSettings

◆ Priority

float FActiveSound::Priority

The product of the component priority and the USoundBase priority

◆ QuantizedRequestData

Audio::FQuartzQuantizedRequestData FActiveSound::QuantizedRequestData

Quantization information

◆ RequestedStartTime

float FActiveSound::RequestedStartTime

◆ SeekRestartTimes

TSortedMap<UPTRINT, float> FActiveSound::SeekRestartTimes

◆ SoundNodeData

TArray<uint8> FActiveSound::SoundNodeData

◆ SoundNodeOffsetMap

TMap<UPTRINT,uint32> FActiveSound::SoundNodeOffsetMap

◆ SourceBufferListener

FSharedISourceBufferListenerPtr FActiveSound::SourceBufferListener

Source buffer listener

◆ SourceInteriorLPF

float FActiveSound::SourceInteriorLPF

◆ SourceInteriorVolume

float FActiveSound::SourceInteriorVolume

◆ SubtitlePriority

float FActiveSound::SubtitlePriority

◆ Transform

FTransform FActiveSound::Transform

◆ UserIndex

uint8 FActiveSound::UserIndex

◆ VolumeConcurrency

float FActiveSound::VolumeConcurrency

The volume used to determine concurrency resolution for "quietest" active sound. If negative, tracking is disabled for lifetime of ActiveSound

◆ VolumeMultiplier

float FActiveSound::VolumeMultiplier

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