USoundNodeGroupControl

Plays different sounds depending on the number of active sounds Any time a new sound is played, the first group that has an available slot will be chosen

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Sound/SoundNodeGroupControl.h

Include

#include "Sound/SoundNodeGroupControl.h"

Syntax

class USoundNodeGroupControl : public USoundNode

Remarks

Plays different sounds depending on the number of active sounds Any time a new sound is played, the first group that has an available slot will be chosen

Variables

Name Description

Public variable

TArray< int32 >

 

GroupSizes

How many active sounds are allowed for each group

Constructors

Name Description

Public function

USoundNodeGroupControl

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

ParseNodes

(
    FAudioDevice* AudioDevice,
    const UPTRINT NodeWaveInstanceHash,
    FActiveSound& ActiveSound,
    const FSoundParseParameters& Parse...,
    TArray< FWaveInstance* >& Wav...
)

Overridden from USoundNode

Name Description

Public function Virtual

void

 

CreateStartingConnectors()

Editor interface.

Public function Virtual Const

int32

 

GetMaxChildNodes()

Returns the maximum number of child nodes this node can possibly have

Public function Virtual

void

 

InsertChildNode

(
    int32 Index
)

Public function Virtual

bool

 

NotifyWaveInstanceFinished

(
    FWaveInstance* WaveInstance
)

Notifies the sound node that a wave instance in its subtree has finished.

Public function Virtual

void

 

RemoveChildNode

(
    int32 Index
)

Public function Virtual

void

 

SetChildNodes

(
    TArray< USoundNode* >& InChil...
)

Ensure amount of Groups matches new amount of children

Constants

Name

Description

GroupControlSlotUsageMap

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