ESoundWaveLoadingBehavior

Copyright Epic Games, Inc. All Rights Reserved.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Sound/SoundWaveLoadingBehavior.h

Include

#include "Sound/SoundWaveLoadingBehavior.h"

Syntax

enum ESoundWaveLoadingBehavior
{
    Inherited        = 0,
    RetainOnLoad     = 1,
    PrimeOnLoad      = 2,
    LoadOnDemand     = 3,
    ForceInline      = 4 UMETA(DisplayName = "Force Inline"),
    Uninitialized    = 0xff UMETA(Hidden),
}

Values

Name

Description

Inherited

If set on a USoundWave, use the setting defined by the USoundClass. If set on the next parent USoundClass, or the default behavior defined via the au.streamcache cvars.

RetainOnLoad

The first chunk of audio for this asset will be retained in the audio cache until a given USoundWave is either destroyed or USoundWave::ReleaseCompressedAudioData is called.

PrimeOnLoad

The first chunk of audio for this asset will be loaded into the cache from disk when this asset is loaded, but may be evicted to make room for other audio if it isn't played for a while.

LoadOnDemand

The first chunk of audio for this asset will not be loaded until this asset is played or primed.

ForceInline

Force all audio data for this audio asset to live outside of the cache and use the non-streaming decode pathways. Only usable if set on the USoundWave.

Uninitialized

This value is used to delineate when the value of ESoundWaveLoadingBehavior hasn't been cached on a USoundWave yet.

Remarks

Only used when stream caching is enabled. Determines how we are going to load or retain a given audio asset. A USoundWave's loading behavior can be overridden in the USoundWave itself, the sound wave's USoundClass, or by cvars. The order of priority is defined as: 1) The loading behavior set on the USoundWave 2) The loading behavior set on the USoundWave's USoundClass. 3) The loading behavior set on the nearest parent of a USoundWave's USoundClass. 4) The loading behavior set via the au.streamcache cvars.

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