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

#include <AudioVirtualLoop.h>

Public Member Functions

ENGINE_API FAudioVirtualLoop ()
 
ENGINE_API FActiveSoundGetActiveSound ()
 
ENGINE_API float GetTimeVirtualized () const
 
const TSortedMap< UPTRINT, float > & GetEffectivePlaybackTimes ()
 
ENGINE_API float GetUpdateInterval () const
 
ENGINE_API const FActiveSoundGetActiveSound () const
 
ENGINE_API void CalculateUpdateInterval ()
 
ENGINE_API void UpdateFocusData (float DeltaTime)
 
ENGINE_API bool Update (float DeltaTime, bool bForceUpdate)
 

Static Public Member Functions

static ENGINE_API bool ShouldListenerMoveForceUpdate (const FTransform &LastTransform, const FTransform &CurrentTransform)
 
static ENGINE_API bool Virtualize (const FActiveSound &InActiveSound, bool bDoRangeCheck, FAudioVirtualLoop &OutVirtualLoop)
 
static ENGINE_API bool Virtualize (const FActiveSound &InActiveSound, FAudioDevice &AudioDevice, bool bDoRangeCheck, FAudioVirtualLoop &OutVirtualLoop)
 
static ENGINE_API bool IsEnabled ()
 

Detailed Description

Class that tracks virtualized looping active sounds that are eligible to revive re-trigger as long as no stop request is received from the game thread.

Constructor & Destructor Documentation

◆ FAudioVirtualLoop()

FAudioVirtualLoop::FAudioVirtualLoop ( )

Member Function Documentation

◆ CalculateUpdateInterval()

void FAudioVirtualLoop::CalculateUpdateInterval ( )

Overrides the update interval to the provided length

◆ GetActiveSound() [1/2]

FActiveSound & FAudioVirtualLoop::GetActiveSound ( )

Returns the internally-managed active sound

◆ GetActiveSound() [2/2]

const FActiveSound & FAudioVirtualLoop::GetActiveSound ( ) const

◆ GetEffectivePlaybackTimes()

const TSortedMap< UPTRINT, float > & FAudioVirtualLoop::GetEffectivePlaybackTimes ( )

Returns the effective start time for each wave instance that was virtualized, factoring in pitch multipliers. This map will be empty if the sound was not virtualized with Seek Restart.

◆ GetTimeVirtualized()

float FAudioVirtualLoop::GetTimeVirtualized ( ) const

Returns the time the sound has been virtualized

◆ GetUpdateInterval()

float FAudioVirtualLoop::GetUpdateInterval ( ) const

Returns the wait interval being observed before next update

◆ IsEnabled()

bool FAudioVirtualLoop::IsEnabled ( )
static

Whether the virtual loop system is enabled or not

◆ ShouldListenerMoveForceUpdate()

bool FAudioVirtualLoop::ShouldListenerMoveForceUpdate ( const FTransform LastTransform,
const FTransform CurrentTransform 
)
static

Check to see if listener move is far enough such that a check for virtual loop realization is necessary

◆ Update()

bool FAudioVirtualLoop::Update ( float  DeltaTime,
bool  bForceUpdate 
)

Updates the loop and checks if ready to play (or 'realize'). Returns whether or not the sound is ready to be realized.

◆ UpdateFocusData()

void FAudioVirtualLoop::UpdateFocusData ( float  DeltaTime)

Takes aggregate update delta and updates focus so that realization check can test if ready to play.

◆ Virtualize() [1/2]

bool FAudioVirtualLoop::Virtualize ( const FActiveSound InActiveSound,
bool  bDoRangeCheck,
FAudioVirtualLoop OutVirtualLoop 
)
static

Checks if provided active sound is available to be virtualized. If so, returns new active sound ready to be added to virtual loop management by parent audio device.

◆ Virtualize() [2/2]

bool FAudioVirtualLoop::Virtualize ( const FActiveSound InActiveSound,
FAudioDevice AudioDevice,
bool  bDoRangeCheck,
FAudioVirtualLoop OutVirtualLoop 
)
static

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