FAudioEffectsManager

Manager class to handle the interface to various audio effects

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/AudioEffect.h

Include

#include "AudioEffect.h"

Syntax

class FAudioEffectsManager

Remarks

Manager class to handle the interface to various audio effects

Variables

Name Description

Protected variable

FAudioDevice &#...

 

AudioDevice

Protected variable

bool

 

bEffectsInitialised

Protected variable

bool

 

bEQActive

Protected variable

bool

 

bEQChanged

Protected variable

bool

 

bReverbActive

Protected variable

bool

 

bReverbChanged

Protected variable

FAudioEQEffect

 

CurrentEQEffect

Protected variable

USoundMix *

 

CurrentEQMix

Protected variable

UReverbEffect &...

 

CurrentReverbAsset

Protected variable

FAudioReverbEff...

 

CurrentReverbEffect

Protected variable

FReverbSettings

 

CurrentReverbSettings

Protected variable

FAudioEQEffect

 

DestinationEQEffect

Protected variable

FAudioReverbEff...

 

DestinationReverbEffect

Protected variable

FAudioReverbEff...

 

PrevReverbEffect

Protected variable

FAudioEQEffect

 

SourceEQEffect

Protected variable

FAudioReverbEff...

 

SourceReverbEffect

Constructors

Name Description

Public function

FAudioEffectsManager

(
    FAudioDevice* Device
)

Clear out any reverb and EQ settings

Destructors

Name Description

Public function Virtual

~FAudioEffectsManager()

Functions

Name Description

Public function

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

Public function

void

 

ClearMixSettings()

Clears the current SoundMix and any EQ settings it has applied

Public function

void

 

DestroyEffect

(
    FSoundSource* Source
)

Platform dependent call to destroy any effect related data

Public function Const

USoundMix &#...

 

GetCurrentEQMix()

Gets the SoundMix currently controlling EQ.

Public function Const

UReverbEffec...

 

GetCurrentReverbEffect()

Protected function

void

 

InitAudioEffects()

Sets up default reverb and eq settings

Public function Virtual

void *

 

InitEffect

(
    FSoundSource* Source
)

Platform dependent call to init effect data on a sound source

Public function

void

 

ResetInterpolation()

Resets all interpolating values to defaults.

Public function Virtual

void

 

SetEQEffectParameters

(
    const FAudioEffectParameters& InEf...
)

Calls the platform specific code to set the parameters that define EQ

Public function

void

 

SetMixSettings

(
    USoundMix* Mix,
    bool bIgnorePriority,
    bool bForce
)

Engine hook to handle setting and fading in of EQ effects and group ducking

Public function Virtual

void

 

SetRadioEffectParameters

(
    const FAudioEffectParameters& InEf...
)

Calls the platform-specific code to set the parameters that define a radio effect.

Public function Virtual

void

 

SetReverbEffectParameters

(
    const FAudioEffectParameters& InEf...
)

Calls the platform specific code to set the parameters that define reverb

Public function

void

 

SetReverbSettings

(
    const FReverbSettings& ReverbSetti...,
    bool bForce
)

Engine hook to handle setting and fading in of reverb effects

Public function

void

 

Update()

Feed in new settings to the audio effect system

Public function Virtual

void *

 

UpdateEffect

(
    FSoundSource* Source
)

Platform dependent call to update the sound output with new parameters

Public function

int64

 

VolumeToDeciBels

(
    float Volume
)

Converts and volume (0.0f to 1.0f) to a deciBel value

Public function

int64

 

VolumeToMilliBels

(
    float Volume,
    int32 MaxMilliBels
)

Converts and volume (0.0f to 1.0f) to a MilliBel value (a Hundredth of a deciBel)

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