FStreamingWaveData

Contains everything that will be needed by a SoundWave that's streaming in data

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/AudioStreaming.h

Include

#include "AudioStreaming.h"

Syntax

struct FStreamingWaveData

Remarks

Contains everything that will be needed by a SoundWave that's streaming in data

Variables

Name Description

Public variable

FLegacyAudioStr...

 

AudioStreamingManager

Ptr to owning audio streaming manager.

Public variable

FWaveRequest

 

CurrentRequest

Indices of chunks we want to have loaded

Public variable

TArray< uint32 ...

 

LoadedChunkIndices

Indices of chunks that are currently loaded

Public variable

TArray< FLoaded...

 

LoadedChunks

Contains pointers to Chunks of audio data that have been streamed in

Public variable

TIndirectArray<...

 

PendingAsyncStreamDerivedChunkTasks

Pending async derived data streaming tasks

Public variable

FThreadSafeCoun...

 

PendingChunkChangeRequestStatus

Thread-safe counter indicating the audio streaming state.

Public variable

USoundWave *...

 

SoundWave

SoundWave this streaming data is for

Constructors

Name Description

Public function

FStreamingWaveData()

Destructors

Name Description

Public function

~FStreamingWaveData()

Functions

Name Description

Public function

void

 

BeginPendingRequests

(
    const TArray< uint32 >& IndicesToL...,
    const TArray< uint32 >& IndicesToF...
)

Kicks off any pending requests

Public function

bool

 

BlockTillAllRequestsFinished

(
    float TimeLimit
)

Blocks till all pending requests are fulfilled.

Public function

bool

 

FinishDDCRequests()

Finishes any Derived Data Cache requests that may be in progress

Public function

void

 

FreeResources()

Frees streaming wave data resources, blocks pending async IO requests.

Public function Const

bool

 

HasPendingRequests

(
    TArray< uint32 >& IndicesToLoad,
    TArray< uint32 >& IndicesToFree
)

Checks whether the requested chunk indices differ from those loaded

Public function

bool

 

Initialize

(
    USoundWave* SoundWave,
    FLegacyAudioStreamingManager* ...
)

Sets up the streaming wave data and loads the first chunk of audio for instant play

Public function

void

 

UpdateChunkRequests

(
    FWaveRequest& InWaveRequest
)

Tells the SoundWave which chunks are currently required so that it can start loading any needed

Public function

bool

 

UpdateStreamingStatus()

Updates the streaming status of the sound wave and performs finalization when appropriate.

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