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

#include <SoundWave.h>

Public Member Functions

ENGINE_API FStreamedAudioPlatformData ()
 
ENGINE_API ~FStreamedAudioPlatformData ()
 
ENGINE_API int32 GetChunkFromDDC (int32 ChunkIndex, uint8 **OutChunkData, bool bMakeSureChunkIsLoaded=false)
 
ENGINE_API TIndirectArray< struct FStreamedAudioChunk > & GetChunks () const
 
ENGINE_API int32 GetNumChunks () const
 
ENGINE_API FName GetAudioFormat () const
 
ENGINE_API void Serialize (FArchive &Ar, class USoundWave *Owner)
 

Public Attributes

FName AudioFormat
 
TIndirectArray< struct FStreamedAudioChunkChunks
 

Detailed Description

Platform-specific data used streaming audio at runtime.

Constructor & Destructor Documentation

◆ FStreamedAudioPlatformData()

FStreamedAudioPlatformData::FStreamedAudioPlatformData ( )

Default constructor.

◆ ~FStreamedAudioPlatformData()

FStreamedAudioPlatformData::~FStreamedAudioPlatformData ( )

Destructor.

Member Function Documentation

◆ GetAudioFormat()

FName FStreamedAudioPlatformData::GetAudioFormat ( ) const

Get the audio format making sure any async task are finished before returning.

◆ GetChunkFromDDC()

int32 FStreamedAudioPlatformData::GetChunkFromDDC ( int32  ChunkIndex,
uint8 **  OutChunkData,
bool  bMakeSureChunkIsLoaded = false 
)

Try to load audio chunk from the derived data cache or build it if it isn't there.

Parameters
ChunkIndexThe Chunk index to load.
OutChunkDataAddress of pointer that will store chunk data - should either be NULL or have enough space for the chunk
Returns
if > 0, the size of the chunk in bytes. If 0, the chunk failed to load.

◆ GetChunks()

TIndirectArray< struct FStreamedAudioChunk > & FStreamedAudioPlatformData::GetChunks ( ) const

Get the chunks while making sure any async task are finished before returning.

◆ GetNumChunks()

int32 FStreamedAudioPlatformData::GetNumChunks ( ) const

Get the number of chunks while making sure any async task are finished before returning.

◆ Serialize()

void FStreamedAudioPlatformData::Serialize ( FArchive Ar,
class USoundWave Owner 
)

Serialization.

Member Data Documentation

◆ AudioFormat

FName FStreamedAudioPlatformData::AudioFormat

Format in which audio chunks are stored.

◆ Chunks

TIndirectArray<struct FStreamedAudioChunk> FStreamedAudioPlatformData::Chunks

audio data.


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