USoundNodeLooping

Defines how a sound loops; either indefinitely, or for a set number of times.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

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

Include

#include "Sound/SoundNodeLooping.h"

Syntax

class USoundNodeLooping : public USoundNode

Remarks

Defines how a sound loops; either indefinitely, or for a set number of times.

The Looping node should only be used for logical or procedural looping such as introducing a delay. These sounds will not be played seamlessly. If you want a sound to loop seamlessly and indefinitely, use the Looping flag on the Wave Player node for that sound.

Variables

Name Description

Public variable

uint32: 1

 

bLoopIndefinitely

If enabled, the node will continue to loop indefinitely regardless of the Loop Count value.

Public variable

int32

 

LoopCount

The amount of times to loop

Constructors

Name Description

Public function

USoundNodeLooping

(
    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

float

 

GetDuration()

Returns the maximum duration this sound node will play for.

Public function Virtual Const

int32

 

GetNumSounds

(
    const UPTRINT NodeWaveInstanceHash,
    FActiveSound& ActiveSound
)

Returns the number of simultaneous sounds this node instance plays back.

Public function Virtual

bool

 

NotifyWaveInstanceFinished

(
    FWaveInstance* WaveInstance
)

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

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