FAudioDevice

Windows
MacOS
Linux

Inheritance Hierarchy

FExec

FAudioDevice

FMixerDevice

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/AudioDevice.h

Include

#include "AudioDevice.h"

Syntax

class FAudioDevice : public FExec

Variables

Name Description

Protected variable

double

 

AudioClock

The audio clock from the audio hardware. Not supported on all platforms.

Protected variable

uint8: 1

 

bAllowCenterChannel3DPanning

Whether or not we allow center channel panning (audio mixer only feature.)

Public variable

uint8: 1

 

bAudioMixerModuleLoaded

Whether or not the audio mixer module is being used by this device.

Public variable

uint8: 1

 

bDisableAudioCaching

HACK: Temporarily disable audio caching.

Public variable

uint8: 1

 

bIsAudioDeviceHardwareInitialized

Whether or not the lower-level audio device hardware initialized.

Public variable

uint8: 1

 

bIsBakedAnalysisEnabled

If baked analysis querying is enabled.

Public variable

uint8: 1

 

bIsStoppingVoicesEnabled

Public variable

uint8: 1

 

bOcclusionIsExternalSend

Public variable

uint8: 1

 

bReverbIsExternalSend

Public variable

uint8: 1

 

bSpatializationIsExternalSend

Whether of not various audio plugin interfaces are external sends.

Protected variable

float

 

DeviceDeltaTime

Public variable

Audio::FDeviceI...

 

DeviceID

The handle for this audio device used in the audio device manager.

Protected variable

FAudioEffectsMa...

 

Effects

Interface to audio effects processing

Protected variable

TArray< FSoundS...

 

FreeSources

Public variable

TArray< FListen...

 

ListenerProxies

Game thread cache of listener transforms.

Protected variable

TArray< FListen...

 

Listeners

Audio thread representation of listeners.

Public variable

int32

 

MaxChannelsSupportedBySpatializationPlugin

Max amount of channels a source can be to be spatialized by our active spatialization plugin.

Public variable

TAudioModulatio...

 

ModulationInterface

3rd party modulation interface

Public variable

int32

 

NumPrecacheFrames

The number of frames to precache.

Public variable

int32

 

NumStoppingSources

The number of sources to reserve for stopping sounds.

Public variable

TAudioOcclusion...

 

OcclusionInterface

3rd party occlusion interface.

Public variable

FAudioPlatformS...

 

PlatformSettings

The platform specific audio settings.

Public variable

TArray< TAudioP...

 

PluginListeners

3rd party listener observers registered to this audio device.

Public variable

TAudioReverbPtr

 

ReverbPluginInterface

3rd party reverb interface.

Public variable

int32

 

SampleRate

The sample rate of all the audio devices

Protected variable

TArray< FSoundS...

 

Sources

Public variable

TAudioSpatializ...

 

SpatializationPluginInterface

3rd party audio spatialization interface.

Constructors

Name Description

Public function

FAudioDevice()

Constructor

Destructors

Name Description

Public function Virtual

~FAudioDevice()

Functions

Name Description

Public function

void

 

ActivateReverbEffect

(
    UReverbEffect* ReverbEffect,
    FName TagName,
    float Priority,
    float Volume,
    float FadeTime
)

Activates a Reverb Effect without the need for a volume

Public function

void

 

AddAudioVolumeProxy

(
    const FAudioVolumeProxy& Proxy
)

Public function Virtual

void

 

AddEnvelopeFollowerDelegate

(
    USoundSubmix* InSubmix,
    const FOnSubmixEnvelopeBP& OnSubmi...
)

Adds an envelope follower delegate to the submix for this audio device.

Public function

void

 

AddNewActiveSound

(
    const FActiveSound& ActiveSound
)

Adds an active sound to the audio device

Public function Virtual

Audio::FPatc...

 

AddPatchForSubmix

(
    uint32 InObjectId,
    float InPatchGain
)

Public function

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

Track references to UObjects

Public function

void

 

AddSoundToStop

(
    FActiveSound* SoundToStop
)

Marks a sound to be stopped. Returns true if added to stop, false if already pending stop.

Public function Virtual

void

 

AddSpectralAnalysisDelegate

(
    USoundSubmix* InSubmix,
    const FSoundSpectrumAnalyzerDelegat...,
    const FOnSubmixSpectralAnalysisBP&...
)

Public function

void

 

AddVirtualLoop

(
    const FAudioVirtualLoop& InVirtual...
)

Public function Const

bool

 

AreStartupSoundsPreCached()

Public function Static

bool

 

CanUseVRAudioDevice()

Query if the editor is in VR Preview for the current play world.

Public function Const

float

 

ClampPitch

(
    float InPitchScale
)

Public function

void

 

ClearListenerAttenuationOverride

(
    int32 ListenerIndex
)

Removes a listener attenuation override for the specified listener.

Public function

void

 

ClearSoundMixClassOverride

(
    USoundMix* InSoundMix,
    USoundClass* InSoundClass,
    float FadeOutTime
)

Clears a sound class override in the given sound mix.

Public function

void

 

ClearSoundMixModifier

(
    USoundMix* SoundMix
)

Clear the effect of one SoundMix completely.

Public function

void

 

ClearSoundMixModifiers()

Clear the effect of all SoundMix modifiers.

Public function Virtual

void

 

ClearSubmixEffectChainOverride

(
    USoundSubmix* InSoundSubmix,
    float InCrossfadeTime
)

Clears all submix effect chain overrides from the submix.

Public function Virtual

void

 

CountBytes

(
    FArchive& Ar
)

Counts the bytes for the structures used in this class

Public function Static

UAudioCompon...

 

CreateComponent

(
    USoundBase* Sound,
    const FCreateComponentParams& Para...
)

Public function Virtual

ICompressedA...

 

CreateCompressedAudioInfo

(
    USoundWave* SoundWave
)

Creates a Compressed audio info class suitable for decompressing this SoundWave

Public function Virtual

FAudioEffect...

 

CreateEffectsManager()

Creates a new platform specific sound source

Public function

FSoundSource...

 

CreateSoundSource()

Creates a new platform specific sound source

Public function

void

 

DeactivateReverbEffect

(
    FName TagName
)

Deactivates a Reverb Effect not applied by a volume

Public function

void

 

DestroyEffect

(
    FSoundSource* Source
)

Platform dependent call to destroy any effect related data

Public function Virtual Const

bool

 

DisablePCMAudioCaching()

Whether or not the platform disables caching of decompressed PCM data (i.e. to save memory on fixed memory platforms

Public function Virtual

void

 

EnableDebugAudioOutput()

Enables the audio device to output debug audio to test audio device output.

Public function

void

 

EnableRadioEffect

(
    bool bEnable
)

Enables or Disables the radio effect.

Public function Virtual

void

 

FadeIn()

Public function Virtual

void

 

FadeOut()

Optional fadeout and fade in of audio to avoid clicks when closing or opening/reusing audio device.

Public function

FActiveSound...

 

FindActiveSound

(
    uint64 AudioComponentID
)

Finds the active sound for the specified audio component ID

Public function Const

int32

 

FindClosestListenerIndex

(
    const FVector& Position,
    float& OutSqDistance,
    bool AllowAttenuationOverrides
)

Returns the index of the listener closest to the given sound transform

Public function Const

int32

 

FindClosestListenerIndex

(
    const FTransform& SoundTransform
)

Returns the index of the listener closest to the given sound transform

Public function Static

int32

 

FindClosestListenerIndex

(
    const FTransform& SoundTransform,
    const TArray< FListener >& InListe...
)

Returns the index of the listener closest to the given sound transform

Public function

void

 

Flush

(
    UWorld* WorldToFlush,
    bool bClearActivatedReverb
)

Stop all the audio components and sources attached to the world.

Public function Virtual

void

 

FlushAudioRenderingCommands

(
    bool bPumpSynchronously
)

Allows audio rendering command queue to flush during audio device flush.

Public function Virtual

void

 

FlushExtended

(
    UWorld* WorldToFlush,
    bool bClearActivatedReverb
)

Derived classes can override this method to do their own cleanup.

Public function Const

const TMap< ...

 

GetActiveReverb()

Public function Const

const TArray...

 

GetActiveSounds()

Public function Const

const TArray...

 

GetActiveWaveInstances()

Public function Const

double

 

GetAudioClock()

Returns the audio clock of the audio device. Not supported on all platforms.

Public function Virtual Const

void

 

GetAudioDeviceList

(
    TArray< FString >& OutAudioDeviceN...
)

Returns an array of available audio devices names for the platform

Public function Static

FAudioDevice...

 

GetAudioDeviceManager()

Returns the audio device manager

Public function Const

FName

 

GetAudioStateProperty

(
    const FName& PropertyName
)

Public function Virtual Const

double

 

GetAudioTime()

Return the audio stream time

Public function Const

void

 

GetAudioVolumeSettings

(
    const uint32 WorldID,
    const FVector& Location,
    FAudioVolumeSettings& OutSettings
)

Public function Const

void

 

GetAzimuth

(
    const FAttenuationListenerData& Ou...,
    float& OutAzimuth,
    float& AbsoluteAzimuth
)

Returns the azimuth angle of the sound relative to the sound's nearest listener.

Public function Const

int32

 

GetBufferLength()

Returns the buffer length of the audio device.

Public function

float

 

GetCompressionDurationThreshold

(
    const FSoundGroup& SoundGroup
)

Public function Const

UReverbEffec...

 

GetCurrentReverbEffect()

Returns the currently applied reverb effect if there is one.

Public function Virtual

bool

 

GetCurrentSourceEffectChain

(
    const uint32 SourceEffectChainId,
    TArray< FSourceEffectChainEntry >&...
)

Returns the current source effect chain entries set dynamically from BP or elsewhere.

Public function

USoundMix &#...

 

GetDefaultBaseSoundMixModifier()

Public function Const

float

 

GetDefaultReverbSendLevel()

Returns the default reverb send level used for sources which have reverb applied but no attenuation settings.

Public function Const

float

 

GetDeviceDeltaTime()

Returns the current audio device update delta time.

Public function Const

bool

 

GetDistanceSquaredToListener

(
    const FVector& Location,
    int32 ListenerIndex,
    float& OutSqDistance
)

Sets OutSqDistance to the distance from location to the appropriate listener representation, depending on calling thread.

Public function Const

bool

 

GetDistanceSquaredToNearestListener

(
    const FVector& Location,
    float& OutSqDistance
)

Sets OutSqDistance to the distance from location the closest listener, depending on calling thread.

Public function Const

float

 

GetDistanceToNearestListener

(
    const FVector& Location
)

Returns the distance to the nearest listener from the given location

Public function

FAudioEffect...

 

GetEffects()

Return the pointer to the sound effects handler

Public function Const

const FAudio...

 

GetEffects()

Return the pointer to the sound effects handler

Public function Const

float

 

GetFocusFactor

(
    const float Azimuth,
    const FSoundAttenuationSettings& A...
)

Returns the focus factor of a sound based on its position and listener data.

Public function Const

float

 

GetGameDeltaTime()

Returns the game's delta time

Public function Const

const FGloba...

 

GetGlobalFocusSettings()

Public function Const

TRange< floa...

 

GetGlobalPitchRange()

Returns global pitch range

Public function Const

const FDynam...

 

GetGlobalPitchScale()

Public function Const

const FVecto...

 

GetListenerAttenuationOverride

(
    int32 ListenerIndex
)

Returns the listener attenuation override for the specified listener

Public function Const

bool

 

GetListenerPosition

(
    int32 ListenerIndex,
    FVector& OutPosition,
    bool bAllowOverride
)

Returns a position from the appropriate listener representation, depending on calling thread.

Public function Const

const TArray...

 

GetListeners()

Public function Const

bool

 

GetListenerTransform

(
    int32 ListenerIndex,
    FTransform& OutTransform
)

Returns the transform of the appropriate listener representation, depending on calling thread

Public function

FVector

 

GetListenerTransformedDirection

(
    const FVector& Position,
    float* OutDistance
)

Gets the direction of the given position vector transformed relative to listener.

Public function Const

float

 

GetLowPassFilterResonance()

Low pass filter OneOverQ value

Public function Virtual

void

 

GetMagnitudesForFrequencies

(
    USoundSubmix* InSubmix,
    const TArray< float >& InFrequenci...,
    TArray< float >& OutMagnitudes
)

Public function Static

FAudioDevice...

 

GetMainAudioDevice()

Returns the main audio device of the engine

Public function Const

float

 

GetMasterVolume()

Returns the volume that combines transient master volume and the FApp::GetVolumeMultiplier() value

Public function Const

int32

 

GetMaxChannels()

Returns the max channels used by the audio device.

Public function

void

 

GetMaxDistanceAndFocusFactor

(
    USoundBase* Sound,
    const UWorld* World,
    const FVector& Location,
    const FSoundAttenuationSettings...,
    float& OutMaxDistance,
    float& OutFocusFactor
)

Gets the max distance and focus factor of a sound.

Public function Const

int32

 

GetMaxSources()

Returns the maximum sources used by the audio device set on initialization, including the number of stopping voices reserved.

Public function Const

EDebugState

 

GetMixDebugState()

Gets the current audio debug state

Public function Virtual Const

int32

 

GetNumActiveSources()

Returns the number of active sound sources

Public function Const

int32

 

GetNumFreeSources()

Returns the number of free sources.

Public function Virtual

void

 

GetPhasesForFrequencies

(
    USoundSubmix* InSubmix,
    const TArray< float >& InFrequenci...,
    TArray< float >& OutPhases
)

Public function Const

float

 

GetPlatformAudioHeadroom()

Public function Const

const TArray...

 

GetPrevPassiveSoundMixModifiers()

Public function Static

const FAudio...

 

GetQualityLevelSettings()

Returns the quality settings used by the default audio settings.

Public function

FName

 

GetRuntimeFormat

(
    USoundWave* SoundWave
)

Public function Const

float

 

GetSampleRate()

Returns the sample rate used by the audio device.

Public function

int32

 

GetSortedActiveWaveInstances

(
    TArray< FWaveInstance* >& Wav...,
    const ESortedActiveWaveGetType::Typ...
)

Iterate over the active AudioComponents for wave instances that could be playing.

Public function

FSoundClassP...

 

GetSoundClassCurrentProperties

(
    USoundClass* InSoundClass
)

Gets the current properties of a sound class, if the sound class hasn't been registered, then it returns nullptr

Public function

FSoundClassD...

 

GetSoundClassDynamicProperties

(
    USoundClass* InSoundClass
)

Returns the parameters which are dynamic from the given sound class.

Public function Const

const TMap< ...

 

GetSoundMixModifiers()

Public function Const

FSoundSource...

 

GetSoundSource

(
    FWaveInstance* WaveInstance
)

Public function

TAudioSpatia...

 

GetSpatializationPluginInterface()

Return the spatialization plugin interface.

Public function

UAudioCompon...

 

GetTestComponent

(
    UWorld* InWorld
)

Public function Const

float

 

GetTransientMasterVolume()

Public function Const

const TMap< ...

 

GetWaveInstanceSourceMap()

Protected function

void

 

HandlePause

(
    bool bGameTicking,
    bool bGlobalPause
)

Handle pausing/unpausing of sources when entering or leaving pause mode, or global pause (like device suspend)

Public function Virtual

bool

 

HasCompressedAudioInfoClass

(
    USoundWave* SoundWave
)

Whether this SoundWave has an associated info class to decompress it

Public function

bool

 

Init

(
    Audio::FDeviceId InDeviceID,
    int32 InMaxSources
)

Basic initialization of the platform agnostic layer of the audio system

Public function Virtual

void

 

InitDefaultAudioBuses()

Initialized audio buses marked as default that are to be enabled for the duration of the application.

Public function

void *

 

InitEffect

(
    FSoundSource* Source
)

Platform dependent call to init effect data on a sound source

Public function Virtual

bool

 

InitializeHardware()

Starts up any platform specific hardware/APIs

Public function

void

 

InitSoundClasses()

Set up the sound class hierarchy

Public function Virtual

void

 

InitSoundEffectPresets()

Protected function

void

 

InitSoundSources()

Set up the initial sound sources Allows us to initialize sound source early on, allowing for render callback hookups for iOS Audio.

Public function Virtual

void

 

InitSoundSubmixes()

Initializes sound submixes.

Public function Const

void

 

InvalidateCachedInteriorVolumes()

When the set of Audio volumes have changed invalidate the cached values of active sounds

Public function Const

bool

 

IsAudioDeviceMuted()

Public function Const

bool

 

IsAudioMixerEnabled()

Returns if this is the multi-platform audio mixer.

Public function Const

bool

 

IsBakedAnalaysisQueryingEnabled()

Returns if baked analysis querying is enabled.

Public function Virtual

bool

 

IsExernalBackgroundSoundActive()

Check if any background music or sound is playing through the audio device

Public function Const

bool

 

IsHRTFDisabled()

Whether or not HRTF is disabled.

Public function Const

bool

 

IsHRTFEnabledForAll()

Whether or not HRTF spatialization is enabled for all.

Protected function Const

bool

 

IsInitialized()

Whether the device was initialized.

Public function

bool

 

IsMainAudioDevice()

Public function Const

bool

 

IsModulationPluginEnabled()

Whether or not there's a modulation plugin enabled.

Public function Virtual Const

bool

 

IsNonRealtime()

Public function Const

bool

 

IsOcclusionPluginEnabled()

Whether or not there's an occlusion plugin enabled.

Public function Static

bool

 

IsOcclusionPluginLoaded()

Public function

bool

 

IsPendingStop

(
    FActiveSound* ActiveSound
)

Whether the provided ActiveSound is currently pending to stop

Public function Const

bool

 

IsReverbPluginEnabled()

Whether or not there's a reverb plugin enabled.

Public function Static

bool

 

IsReverbPluginLoaded()

Public function Const

bool

 

IsSpatializationPluginEnabled()

Whether or not there's a spatialization plugin enabled.

Public function Const

bool

 

IsStoppingVoicesEnabled()

Returns if stopping voices is enabled.

Public function Const

bool

 

IsUsingListenerAttenuationOverride

(
    int32 ListenerIndex
)

Returns if the specific listener is using an attenuation override position.

Public function Static

bool

 

LegacyReverbDisabled()

Public function Const

bool

 

LocationIsAudible

(
    const FVector& Location,
    const float MaxDistance
)

Checks to see if a coordinate is within a distance of any listener

Public function Const

bool

 

LocationIsAudible

(
    const FVector& Location,
    int32 ListenerIndex,
    const float MaxDistance
)

Checks to see if a coordinate is within a distance of a specific listener

Public function

void

 

NotifyActiveSoundOcclusionTraceDone

(
    FActiveSound* ActiveSound,
    bool bIsOccluded
)

Notify that a pending async occlusion trace finished on the active sound.

Public function

void

 

OnBeginPIE

(
    const bool bIsSimulating
)

Deals with anything audio related that should happen when PIE starts

Public function

void

 

OnEndPIE

(
    const bool bIsSimulating
)

Deals with anything audio related that should happen when PIE ends

Protected function Virtual

void

 

OnListenerUpdated

(
    const TArray< FListener >& InListe...
)

This is overridden in Audio::FMixerDevice to propogate listener information to the audio thread.

Public function

void

 

OnPreGarbageCollect()

Public function

void

 

PauseActiveSound

(
    uint64 AudioComponentID,
    const bool bInIsPaused
)

Pauses the active sound for the specified audio component

Public function

void

 

PlaySoundAtLocation

(
    USoundBase* Sound,
    UWorld* World,
    float VolumeMultiplier,
    float PitchMultiplier,
    float StartTime,
    const FVector& Location,
    const FRotator& Rotation,
    USoundAttenuation* Attenuation...,
    USoundConcurrency* Concurrency...,
    const TArray< FAudioComponentParam ...,
    AActor* OwningActor
)

Plays a sound at the given location without creating an audio component.

Public function Const

bool

 

PlayWhenSilentEnabled()

Whether play when silent is enabled for all sounds associated with this audio device

Public function

void

 

PopSoundMixModifier

(
    USoundMix* SoundMix,
    bool bIsPassive
)

Pop a SoundMix from the Audio Device's list.

Public function Virtual

void

 

Precache

(
    USoundWave* SoundWave,
    bool bSynchronous,
    bool bTrackMemory,
    bool bForceFullDecompression
)

Precaches the passed in sound node wave object.

Precaches the passed in sound node wave object.

Public function

void

 

PrecacheStartupSounds()

Precaches all existing sounds. Called when audio setup is complete

Public function

void

 

PushSoundMixModifier

(
    USoundMix* SoundMix,
    bool bIsPassive,
    bool bIsRetrigger
)

Push a SoundMix onto the Audio Device's list.

Public function

void

 

RegisterPluginListener

(
    const TAudioPluginListenerPtr Plugi...
)

Registers a third party listener-observer to this audio device.

Public function

void

 

RegisterSoundClass

(
    USoundClass* InSoundClass
)

Registers a sound class with the audio device

Public function Virtual

void

 

RegisterSoundSubmix

(
    USoundSubmixBase* SoundSubmix,
    bool bInit
)

Registers the sound submix

Public function Virtual

void

 

RegisterSubmixBufferListener

(
    ISubmixBufferListener* InSubmi...,
    USoundSubmix* SoundSubmix
)

Registers the submix buffer listener with the given submix.

Public function

void

 

RemoveActiveSound

(
    FActiveSound* ActiveSound
)

Removes an active sound from the active sounds array

Public function

void

 

RemoveAudioVolumeProxy

(
    uint32 AudioVolumeID
)

Public function

void

 

RemoveSoundMix

(
    USoundMix* SoundMix
)

Removes a sound mix - called when SoundMix is unloaded

Public function Virtual

void

 

RemoveSpectralAnalysisDelegate

(
    USoundSubmix* InSubmix,
    const FOnSubmixSpectralAnalysisBP&...
)

Public function

void

 

ResetInterpolation()

Resets all interpolating values to defaults.

Public function Virtual

void

 

ResumeContext()

Resume any context related objects

Public function

void

 

RetriggerVirtualLoop

(
    FAudioVirtualLoop& VirtualLoop
)

Attempts to retrigger a provided loop

Public function

void

 

SetAudioStateProperty

(
    const FName& PropertyName,
    const FName& PropertyValue
)

Public function

void

 

SetBaseSoundMix

(
    USoundMix* SoundMix
)

Sets a new sound mix and applies it to all appropriate sound classes

Public function

void

 

SetDefaultAudioSettings

(
    UWorld* World,
    const FReverbSettings& DefaultReve...,
    const FInteriorSettings& DefaultIn...
)

Public function

void

 

SetDefaultBaseSoundMix

(
    USoundMix* SoundMix
)

Sets the Sound Mix that should be active by default

Public function

void

 

SetDeviceMuted

(
    bool bMuted
)

Public function

void

 

SetGlobalFocusSettings

(
    const FGlobalFocusSettings& NewFoc...
)

Public function

void

 

SetGlobalPitchModulation

(
    float PitchScale,
    float TimeSec
)

Public function

void

 

SetHRTFDisabled

(
    bool InIsHRTFDisabled
)

Public function

void

 

SetHRTFEnabledForAll

(
    bool InbHRTFEnabledForAll
)

Public function

void

 

SetListener

(
    UWorld* World,
    int32 InListenerIndex,
    const FTransform& ListenerTransfor...,
    float InDeltaSeconds
)

Sets the details about the listener

Public function

void

 

SetListenerAttenuationOverride

(
    int32 ListenerIndex,
    const FVector AttenuationPosition
)

Sets an override position for the specified listener to do attenuation calculations.

Public function

void

 

SetMaxChannels

(
    int32 InMaxChannels
)

Sets the maximum number of channels dynamically.

Public function

void

 

SetMaxChannelsScaled

(
    float InScaledChannelCount
)

Sets the maximum number of channels dynamically by scaled percentage.

Public function

void

 

SetMixDebugState

(
    EDebugState DebugState
)

Public function

void

 

SetPlatformAudioHeadroom

(
    float PlatformHeadRoom
)

Public function

void

 

SetSoundClassDistanceScale

(
    USoundClass* InSoundClass,
    float DistanceScale,
    float TimeSec
)

Overrides the attenuation scale used on a sound class.

Public function

void

 

SetSoundMixClassOverride

(
    USoundMix* InSoundMix,
    USoundClass* InSoundClass,
    float Volume,
    float Pitch,
    float FadeInTime,
    bool bApplyToChildren
)

Sets a sound class override in the given sound mix.

Public function

void

 

SetSoundMixModifiers

(
    const TMap< USoundMix*, FSound...,
    const TArray< USoundMix* >& I...,
    USoundMix* InDefaultBaseSoundM...
)

Public function

void

 

SetSpatializationInterfaceEnabled

(
    bool InbSpatializationInterfaceEnab...
)

Public function Virtual

void

 

SetSubmixDryLevel

(
    USoundSubmix* InSoundSubmix,
    float InDryLevel
)

Set the wet-dry level of the given submix

Public function Virtual

void

 

SetSubmixEffectChainOverride

(
    USoundSubmix* InSoundSubmix,
    const TArray< FSoundEffectSubmixPtr...,
    float InCrossfadeTime
)

Sets a submix effect chain override for the given submix

Public function Virtual

void

 

SetSubmixOutputVolume

(
    USoundSubmix* InSoundSubmix,
    float InOutputVolume
)

Set the wet-dry level of the given submix

Public function Virtual

void

 

SetSubmixWetDryLevel

(
    USoundSubmix* InSoundSubmix,
    float InOutputVolume,
    float InWetLevel,
    float InDryLevel
)

Set the wet-dry level of the given submix

Public function Virtual

void

 

SetSubmixWetLevel

(
    USoundSubmix* InSoundSubmix,
    float InWetLevel
)

Set the wet-dry level of the given submix

Public function

void

 

SetTransientMasterVolume

(
    float TransientMasterVolume
)

Public function

void

 

SetUseAttenuationForNonGameWorlds

(
    bool bInUseAttenuationForNonGameWor...
)

Set whether or not we force the use of attenuation for non-game worlds (as by default we only care about game worlds)

Public function Const

bool

 

ShouldUseRealtimeDecompression

(
    bool bForceFullDecompression,
    const FSoundGroup& SoundGroup,
    USoundWave* SoundWave,
    float CompressedDurationThreshold
)

Returns true if a sound wave should be decompressed.

Public function Virtual

void

 

ShutdownDefaultAudioBuses()

Shutdown all audio buses marked as default.

Public function Const

bool

 

SoundIsAudible

(
    USoundBase* Sound,
    const UWorld* World,
    const FVector& Location,
    const FSoundAttenuationSettings...,
    float MaxDistance,
    float FocusFactor
)

Checks if the given sound would be audible.

Public function Virtual

void

 

StartEnvelopeFollowing

(
    USoundSubmix* InSubmix
)

This is called by a USoundSubmix to start envelope following on a submix isntance on this device.

Public function Virtual

void

 

StartRecording

(
    USoundSubmix* InSubmix,
    float ExpectedRecordingDuration
)

This is called by a USoundSubmix to start recording a submix instance on this device.

Protected function

void

 

StartSources

(
    TArray< FWaveInstance* >& Wav...,
    int32 FirstActiveIndex,
    bool bGameTicking
)

Start and/or update any sources that have a high enough priority to play

Public function Virtual

void

 

StartSpectrumAnalysis

(
    USoundSubmix* InSubmix,
    const FSoundSpectrumAnalyzerSetting...
)

Public function

void

 

StopActiveSound

(
    uint64 AudioComponentID
)

Removes the active sound for the specified audio component

Public function

void

 

StopActiveSound

(
    FActiveSound* ActiveSound
)

(Deprecated in favor of AddSoundToStop). Stops the active sound

Public function Virtual

void

 

StopAllSounds

(
    bool bShouldStopUISounds
)

Stops all game sounds (and possibly UI) sounds

Public function Virtual

void

 

StopEnvelopeFollowing

(
    USoundSubmix* InSubmix
)

This is called by a USoundSubmix when we stop envelope following a submix instance on this device.

Public function Virtual

Audio::Align...

 

StopRecording

(
    USoundSubmix* InSubmix,
    float& OutNumChannels,
    float& OutSampleRate
)

This is called by a USoundSubmix when we stop recording a submix on this device.

Public function

void

 

StopSoundsUsingResource

(
    USoundWave* SoundWave,
    TArray< UAudioComponent* >...
)

Stop any playing sounds that are using a particular SoundWave

Protected function

void

 

StopSources

(
    TArray< FWaveInstance* >& Wav...,
    int32 FirstActiveIndex
)

Stop sources that need to be stopped, and touch the ones that need to be kept alive Stop sounds that are too low in priority to be played

Public function

void

 

StopSourcesUsingBuffer

(
    FSoundBuffer* SoundBuffer
)

Stops any sound sources which are using the given buffer.

Public function Virtual

void

 

StopSpectrumAnalysis

(
    USoundSubmix* InSubmix
)

Public function

void

 

StopTestComponent()

Public function Virtual Const

bool

 

SupportsRealtimeDecompression()

Whether this device supports realtime decompression of sound waves (i.e. DTYPE_RealTime)

Public function

void

 

Suspend

(
    bool bGameTicking
)

Suspend/resume all sounds (global pause for device suspend/resume, etc.)

Public function Virtual

void

 

SuspendContext()

Suspend any context related objects

Public function

void

 

Teardown()

Tears down the audio device

Public function Virtual

void

 

TeardownHardware()

Shuts down any platform specific hardware/APIs

Public function

void

 

UnlinkActiveSoundFromComponent

(
    const FActiveSound& InActiveSound
)

Disables ActiveSound from responding to calls from its associated AudioComponent.

Public function

void

 

UnregisterPluginListener

(
    const TAudioPluginListenerPtr Plugi...
)

Unregisters a third party listener-observer to this audio device.

Public function

void

 

UnregisterSoundClass

(
    USoundClass* SoundClass
)

Unregisters a sound class

Public function Virtual

void

 

UnregisterSoundSubmix

(
    const USoundSubmixBase* SoundS...
)

Unregisters the sound submix

Public function Virtual

void

 

UnregisterSubmixBufferListener

(
    ISubmixBufferListener* InSubmi...,
    USoundSubmix* SoundSubmix
)

Unregisters the submix buffer listener with the given submix.

Public function

void

 

Update

(
    bool bGameTicking
)

The audio system's main "Tick" function

Public function

void

 

UpdateActiveSoundPlaybackTime

(
    bool bIsTimeTicking
)

Update the active sound playback time. This is done here to do after all audio is updated.

Public function

void

 

UpdateAudioVolumeProxy

(
    const FAudioVolumeProxy& Proxy
)

Public function Virtual

void

 

UpdateDeviceDeltaTime()

Sets the update delta time for the audio frame

Public function

void *

 

UpdateEffect

(
    FSoundSource* Source
)

Platform dependent call to update the sound output with new parameters The audio system's main "Tick" function

Public function Virtual

void

 

UpdateGameThread()

Update called on game thread.

Public function Virtual

void

 

UpdateHardware()

Lets the platform any tick actions

Public function Virtual

void

 

UpdateHardwareTiming()

Updates timing information for hardware.

Public function Virtual

void

 

UpdateSourceEffectChain

(
    const uint32 SourceEffectChainId,
    const TArray< FSourceEffectChainEnt...,
    const bool bPlayEffectChainTails
)

Updates the source effect chain. Only implemented in audio mixer.

Public function Virtual

void

 

UpdateSubmixProperties

(
    USoundSubmixBase* InSubmix
)

Updates the submix properties of any playing submix instances.

Public function

void

 

UpdateVirtualLoops

(
    bool bForceUpdate
)

Public function Virtual

bool

 

ValidateAPICall

(
    const TCHAR* Function,
    uint32 ErrorCode
)

Check for errors and output a human readable string

Overridden from FExec

Name Description

Public function Virtual

bool

 

Exec

(
    UWorld* InWorld,
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Exec handler

Classes

Typedefs

Name

Description

FToggleSoloPtr

Handles all argument parsing for the solo commands in one place

Deprecated Functions

Name Description

Public function

void

 

ClearListenerAttenuationOverride()

Use ClearListenerAttenuationOverride that passes a ListenerIndex instead

Public function Static

UAudioCompon...

 

CreateComponent

(
    USoundBase* Sound,
    UWorld* World,
    AActor* Actor,
    bool bPlay,
    bool bStopWhenOwnerDestroyed,
    const FVector* Location,
    USoundAttenuation* Attenuation...,
    USoundConcurrency* Concurrency...
)

Use CreateComponent that passes a parameters block instead

Public function Const

const FVecto...

 

GetListenerAttenuationOverride()

Use ParseAttenuation that passes a ListenerIndex instead

Public function Const

const TMap< ...

 

GetSoundClassPropertyMap()

Direct access of SoundClasses is no longer allowed. Instead you should use the SoundMixClassOverride system

Public function Const

float

 

GetSquaredDistanceToListener

(
    const FVector& Location,
    const FTransform& ListenerTransfor...
)

Use GetDistanceSquaredToListener to check against a specific Listener

Public function Const

bool

 

IsUsingListenerAttenuationOverride()

Use ParseAttenuation that passes a ListenerIndex instead

Public function Const

bool

 

LocationIsAudible

(
    const FVector& Location,
    const FTransform& ListenerTransfor...,
    const float MaxDistance
)

Use LocationIsAudible that passes a ListenerIndex to check against a specific Listener

Public function

void

 

SetListenerAttenuationOverride

(
    const FVector AttenuationPosition
)

Use SetListenerAttenuationOverride that passes a ListenerIndex instead

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