USoundNode

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

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

Include

#include "Sound/SoundNode.h"

Syntax

class USoundNode : public UObject

Variables

Name Description

Public variable

bool

 

bIsRetainingAudio

Public variable

TArray< class U...

 

ChildNodes

Public variable

UEdGraphNode &#...

 

GraphNode

Node's Graph representation, used to get position.

Public variable

FRandomStream

 

RandomStream

Stream of random numbers to be used by this instance of USoundNode

Constructors

Name Description

Public function

USoundNode

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

void

 

AddReferencedObjects

(
    UObject* InThis,
    FReferenceCollector& Collector
)

Public function Virtual

void

 

CreateStartingConnectors()

Editor interface.

Public function Virtual

void

 

GetAllNodes

(
    TArray< USoundNode* >& SoundN...
)

Returns an array of all (not just active) nodes.

Public function Virtual

float

 

GetDuration()

Returns the maximum duration this sound node will play for.

Public function Const

UEdGraphNode...

 

GetGraphNode()

Public function Virtual Const

FText

 

GetInputPinName

(
    int32 PinIndex
)

Get the name of a specific input pin

Public function Virtual Const

int32

 

GetMaxChildNodes()

Returns the maximum number of child nodes this node can possibly have

Public function Virtual Const

float

 

GetMaxDistance()

Returns the maximum distance this sound can be heard from.

Public function Virtual Const

int32

 

GetMinChildNodes()

Returns the minimum number of child nodes this node must have

Public function Static

UPTRINT

 

GetNodeWaveInstanceHash

(
    const UPTRINT ParentWaveInstanceHas...,
    const USoundNode* ChildNode,
    const uint32 ChildIndex
)

Used to create a unique string to identify unique nodes

Public function Static

UPTRINT

 

GetNodeWaveInstanceHash

(
    const UPTRINT ParentWaveInstanceHas...,
    const UPTRINT ChildNodeHash,
    const uint32 ChildIndex
)

Used to create a unique string to identify unique nodes

Public function Virtual Const

int32

 

GetNumSounds

(
    const UPTRINT NodeWaveInstanceHash,
    FActiveSound& ActiveSound
)

Returns the number of simultaneous sounds this node instance plays back.

Public function Virtual Const

FText

 

GetTitle()

Public function Virtual Const

bool

 

HasConcatenatorNode()

Returns whether the sound has a sequencer node.

Public function Virtual Const

bool

 

HasDelayNode()

Returns whether the sound cue has a delay node.

Public function Virtual

void

 

InsertChildNode

(
    int32 Index
)

Public function Virtual Const

bool

 

IsPlayWhenSilent()

Returns true if the sound node is set to play when silent.

Public function Virtual

bool

 

NotifyWaveInstanceFinished

(
    FWaveInstance* WaveInstance
)

Notifies the sound node that a wave instance in its subtree has finished.

Public function Virtual

void

 

OnBeginPIE

(
    const bool bIsSimulating
)

Called as PIE begins

Public function Virtual

void

 

OnEndPIE

(
    const bool bIsSimulating
)

Called as PIE ends

Public function Virtual

void

 

ParseNodes

(
    FAudioDevice* AudioDevice,
    const UPTRINT NodeWaveInstanceHash,
    FActiveSound& ActiveSound,
    const FSoundParseParameters& Parse...,
    TArray< FWaveInstance* >& Wav...
)

Public function

void

 

PlaceNode

(
    int32 NodeColumn,
    int32 NodeRow,
    int32 RowCount
)

Helper function to set the position of a sound node on a grid

Public function Virtual

void

 

PrimeChildWavePlayers

(
    bool bRecurse
)

When this is called and stream caching is enabled, any wave player sound nodes childed off of this node will have their audio loaded into the cache.

Public function Virtual

void

 

ReleaseRetainerOnChildWavePlayers

(
    bool bRecurse
)

Public function Virtual

void

 

RemoveChildNode

(
    int32 Index
)

Public function Virtual

void

 

RetainChildWavePlayers

(
    bool bRecurse
)

When this is called and stream caching is enabled, any wave player sound nodes childed off of this node will have their audio retained into the cache.

Public function Virtual

void

 

SetChildNodes

(
    TArray< USoundNode* >& InChil...
)

Set the entire Child Node array directly, allows GraphNodes to fully control node layout.

Public function Virtual Const

bool

 

SupportsSubtitles()

Returns if this node has been set to be allowed virtual.

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

 

PostLoad()

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

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Overridden from UObjectBaseUtility

Name Description

Public function Virtual Const

bool

 

CanBeClusterRoot()

Called after load to determine if the object can be a cluster root

Public function Virtual Const

bool

 

CanBeInCluster()

Called during cluster construction if the object can be added to a cluster

Constants

Name

Description

MAX_ALLOWED_CHILD_NODES

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