UNiagaraDataInterfaceAudioOscilloscope

Data Interface allowing sampling of recent audio data.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Niagara

Header

/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceAudioOscilloscope.h

Include

#include "NiagaraDataInterfaceAudioOscilloscope.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Audio", Meta=(DisplayName="Audio Oscilloscope"))
class UNiagaraDataInterfaceAudioOscilloscope : public UNiagaraDataInterface

Remarks

Data Interface allowing sampling of recent audio data.

Variables

Name Description

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta

int32

 

Resolution

The number of samples of audio to pass to the GPU.

Public variable UProperty Category, EditAnywhere, Meta

float

 

ScopeInMilliseconds

The number of milliseconds of audio to show.

Public variable UProperty Category, EditAnywhere

USoundSubmix &#...

 

Submix

Constructors

Name Description

Public function

UNiagaraDataInterfaceAudioOscilloscope

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

GetNumChannels

(
    FVectorVMContext& Context
)

Public function

void

 

SampleAudio

(
    FVectorVMContext& Context
)

VM function overrides:

Overridden from UNiagaraDataInterface

Name Description

Public function Virtual Const

bool

 

CanExecuteOnTarget

(
    ENiagaraSimTarget Target
)

Protected function Virtual Const

bool

 

CopyToInternal

(
    UNiagaraDataInterface* Destina...
)

Public function Virtual Const

bool

 

Equals

(
    const UNiagaraDataInterface* O...
)

Determines if this DataInterface is the same as another.

Public function Virtual

bool

 

GetFunctionHLSL

(
    const FNiagaraDataInterfaceGPUParam...,
    const FNiagaraDataInterfaceGenerate...,
    int FunctionInstanceIndex,
    FString& OutHLSL
)

Public function Virtual

void

 

GetFunctions

Gets all the available functions for this data interface.

Public function Virtual

void

 

GetParameterDefinitionHLSL

(
    const FNiagaraDataInterfaceGPUParam...,
    FString& OutHLSL
)

Public function Virtual

void

 

GetVMExternalFunction

(
    const FVMExternalFunctionBindingInf...,
    void* InstanceData,
    FVMExternalFunction& OutFunc
)

Returns the delegate for the passed function signature.

Public function Virtual Const

bool

 

RequiresDistanceFieldData()

Overridden from UNiagaraDataInterfaceBase

Name Description

Public function Virtual

void

 

BindParameters

(
    FNiagaraDataInterfaceParametersCS&...,
    const FNiagaraDataInterfaceGPUParam...,
    const FShaderParameterMap& Paramet...
)

Methods that operate on an instance of type FNiagaraDataInterfaceParametersCS*, created by the above CreateComputeParameters() method

Public function Virtual Const

FNiagaraData...

 

CreateComputeParameters()

Constructs the correct CS parameter type for this DI (if any).

Public function Virtual Const

const FTypeL...

 

GetComputeParametersTypeDesc()

Public function Virtual Const

void

 

SetParameters

(
    const FNiagaraDataInterfaceParamete...,
    FRHICommandList& RHICmdList,
    const FNiagaraDataInterfaceSetArgs ...
)

Public function Virtual Const

void

 

UnsetParameters

(
    const FNiagaraDataInterfaceParamete...,
    FRHICommandList& RHICmdList,
    const FNiagaraDataInterfaceSetArgs ...
)

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Constants

Name

Description

MaxBufferResolution

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss