Module |
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Header |
/Engine/Plugins/Runtime/AudioSynesthesia/Source/AudioSynesthesia/Classes/LoudnessNRT.h |
Include |
#include "LoudnessNRT.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable)
class ULoudnessNRT : public UAudioSynesthesiaNRT
ULoudnessNRT calculates the temporal evolution of perceptual loudness for a given sound. Loudness is available for individual channels or the overall sound asset. Normalized loudness values convert the range to 0.0 to 1.0 where 0.0 is the noise floor and 1.0 is the maximum loudness of the particular sound.
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Settings |
The settings for the audio analyzer. |
Name | Description | |
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ULoudnessNRT() |
Name | Description | ||
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GetChannelLoudnessAtTime ( |
Get a specific channel loudness of the analyzed sound at a given time. |
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GetLoudnessAtTime ( |
Get the overall loudness of the analyzed sound at a given time. |
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GetNormalizedChannelLoudnessAtTime ( |
Get a specific channel normalized loudness of the analyzed sound at a given time. |
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GetNormalizedLoudnessAtTime ( |
Get the normalized overall loudness of the analyzed sound at a given time. |
Name | Description | ||
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GetAnalyzerNRTFactoryName() |
Return the name of the IAudioAnalyzerNRTFactory associated with this UAudioAnalyzerNRT |
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TUniquePtr< ... |
GetSettings ( |
Convert ULoudnessNRTSettings to FLoudnessNRTSettings |
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GetAssetActionName() |
GetAssetActionName() returns the FText displayed in the editor. |
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UClass * |
GetSupportedClass() |
GetSupportedClass() returns the class which should be associated with these asset actions. |