Module |
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Header |
/Engine/Source/Runtime/Engine/Public/Audio.h |
Include |
#include "Audio.h" |
class FSoundBuffer
Name | Description | ||
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FAudioDevice &#... |
AudioDevice |
Parent Audio Device used when creating the sound buffer. |
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bAllocationInPermanentPool |
Whether memory for this buffer has been allocated from permanent pool. |
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NumChannels |
Cumulative channels from all streams |
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ResourceID |
Unique ID that ties this buffer to a USoundWave |
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ResourceName |
Human readable name of resource, most likely name of UObject associated during caching. |
Name | Description | |
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FSoundBuffer ( |
Name | Description | |
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~FSoundBuffer() |
Name | Description | ||
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Describe ( |
Describe the buffer (platform can override to add to the description, but should call the base class version) |
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EnsureRealtimeTaskCompletion() |
Forces any pending async realtime source tasks to finish for the buffer |
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GetChannelsDesc() |
Turn the number of channels into a string description |
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GetCurrentChunkIndex() |
Gets the chunk index that was last read from (for Streaming Manager requests) |
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GetCurrentChunkOffset() |
Gets the offset into the chunk that was last read to (for Streaming Manager priority) |
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GetSize() |
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GetSoundClassName() |
Return the name of the sound class for this buffer |
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IsRealTimeSourceReady() |
Returns whether or not a real-time decoding buffer is ready for playback |
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ReadCompressedData |
Reads the next compressed data chunk |
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ReadCompressedInfo ( |
Reads the compressed info of the given sound wave. Not implemented on all platforms. |
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Seek ( |
Seeks the buffer to the given seek time |