UMasterAudioSubmixCaptureProtocol

This is an experimental audio capture implementation which captures the final output from the master submix.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

MovieSceneCapture

Header

/Engine/Source/Runtime/MovieSceneCapture/Public/Protocols/AudioCaptureProtocol.h

Include

#include "Protocols/AudioCaptureProtocol.h"

Syntax

class UMasterAudioSubmixCaptureProtocol : public UMovieSceneAudioCaptureProtocolBase

Remarks

This is an experimental audio capture implementation which captures the final output from the master submix. This requires the new audiomixer (launch with "-audiomixer") and requires that your sequence can be played back in real-time (when rendering is disabled). If the sequence evaluation hitches the audio will become desynchronized due to their being more time passed in real time (platform time) than in the sequence itself.

Variables

Name Description

Protected variable

bool

 

bHasSetup

Protected variable

FString

 

FileName

~ End UMovieSceneCaptureProtocolBase Implementation

Protected variable

double

 

GameRecordingStartTime

Protected variable

double

 

PlatformRecordingStartTime

Protected variable

double

 

TotalGameRecordingTime

Protected variable

double

 

TotalPlatformRecordingTime

Constructors

Name Description

Public function

UMasterAudioSubmixCaptureProtocol

(
    const FObjectInitializer& Init
)

Overridden from UMovieSceneCaptureProtocolBase

Name Description

Public function Virtual

void

 

BeginFinalizeImpl()

Called when we have finished capturing and we should start finalizing the capture

Public function Virtual

void

 

PauseCaptureImpl()

Pause capturing

Public function Virtual

bool

 

SetupImpl()

~ UMovieSceneCaptureProtocolBase Implementation

Public function Virtual

bool

 

StartCaptureImpl()

Start capturing

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