Module |
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Header |
/Engine/Source/Runtime/Engine/Public/AudioDeviceManager.h |
Include |
#include "AudioDeviceManager.h" |
class FAudioDeviceManager
Class for managing multiple audio devices.
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Buffers |
Array of all created buffers |
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WaveBufferMap |
Look up associating a USoundWave's resource ID with sound buffers |
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FAudioDeviceManager() |
Constructor |
Name | Description | |
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~FAudioDeviceManager() |
Destructor |
Name | Description | ||
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AddReferencedObjects ( |
Tracks objects in the active audio devices. |
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FreeBufferResource ( |
Frees the sound buffer from the device manager. |
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FreeResource ( |
Frees the given sound wave resource from the device manager |
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FAudioDevice... |
Get() |
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FAudioDevice... |
GetActiveAudioDevice() |
Returns a ptr to the active audio device. |
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FAudioDevice... |
GetAudioDevice ( |
Returns a strong handle to the audio device associated with the given device ID. |
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IAudioDevice... |
GetAudioDeviceModule() |
Returns the currently used audio device module for this platform. |
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FAudioDevice... |
GetAudioDeviceRaw ( |
Returns a raw ptr to the audio device associated with the handle. |
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GetAudioDevices() |
Returns all the audio devices managed by device manager. |
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const FAudio... |
GetDebugger() |
Get the audio debugger instance |
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FAudioDebugg... |
GetDebugger() |
Get the audio debugger instance |
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FAudioDevice... |
GetDefaultParamsForNewWorld() |
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float |
GetDynamicSoundVolume ( |
Get, reset, or set a sound cue trim |
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FAudioDevice... |
GetMainAudioDeviceHandle() |
Returns the handle to the main audio device. |
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Audio::FDevi... |
GetMainAudioDeviceID() |
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GetNumActiveAudioDevices() |
Returns the current number of active audio devices. |
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GetNumMainAudioDeviceWorlds() |
Returns the number of worlds (e.g. PIE viewports) using the main audio device. |
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FSoundBuffer... |
GetSoundBufferForResourceID ( |
Retrieves the sound buffer for the given resource id |
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GetWorldsUsingAudioDevice ( |
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Initialize() |
Initialize the audio device manager. Return true if successfully initialized. |
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InitSoundClasses() |
Initializes the sound class for all active devices. |
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InitSoundEffectPresets() |
Initialize all sound effect presets. |
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InitSoundSubmixes() |
Initializes the sound mixes for all active devices. |
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IsPlayAllDeviceAudio() |
Gets whether or not all devices should play their audio. |
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IsUsingAudioMixer() |
Returns true if we're currently using the audio mixer. |
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IsValidAudioDevice ( |
Returns whether the audio device handle is valid (i.e. points to an actual audio device instance) |
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IsVisualizeDebug3dEnabled() |
Is debug visualization of 3d sounds enabled |
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IterateOverAllDevices |
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IterateOverAllDevices |
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LogListOfAudioDevices() |
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RegisterSoundClass ( |
Registers the Sound Class for all active devices. |
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RegisterSoundSubmix ( |
Registers the Sound Mix for all active devices. |
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RemoveSoundBufferForResourceID ( |
Removes the sound buffer for the given resource id |
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RemoveSoundMix ( |
Removes sound mix from all audio devices |
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FAudioDevice... |
RequestAudioDevice ( |
Creates or requests an audio device instance internally and returns a handle to the audio device. |
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ResetAllDynamicSoundVolumes() |
Reset all sound cue trims |
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ResetDynamicSoundVolume ( |
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SetActiveDevice ( |
Sets which audio device is the active audio device. |
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SetDynamicSoundVolume ( |
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SetSoloDevice ( |
Sets an audio device to be solo'd |
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StopSoundsUsingResource ( |
Stops sounds using the given resource on all audio devices. |
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StopSourcesUsingBuffer ( |
Stops using the given sound buffer. Called before freeing the buffer |
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TogglePlayAllDeviceAudio() |
Toggles playing audio for all active PIE sessions (and all devices). |
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ToggleVisualize3dDebug() |
Toggles 3d visualization of 3d sounds on/off |
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TrackResource ( |
Links up the resource data indices for looking up and cleaning up. |
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UnregisterSoundClass ( |
Unregisters the Sound Class for all active devices. |
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UnregisterSoundSubmix ( |
Registers the Sound Mix for all active devices. |
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UpdateActiveAudioDevices ( |
Updates all active audio devices |
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UpdateSourceEffectChain ( |
Updates source effect chain on all sources currently using the source effect chain. |
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UpdateSubmix ( |
Updates this submix for any changes made. Broadcasts to all submix instances. |