USoundNodeQualityLevel

This SoundNode uses GameUserSettings AudioQualityLevel (or the editor override) to choose which branch to play and at runtime will only load in to memory sound waves connected to the branch that will be selected

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

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

Include

#include "Sound/SoundNodeQualityLevel.h"

Syntax

class USoundNodeQualityLevel : public USoundNode

Remarks

This SoundNode uses GameUserSettings AudioQualityLevel (or the editor override) to choose which branch to play and at runtime will only load in to memory sound waves connected to the branch that will be selected

Variables

Name Description

Public variable

int32

 

CookedQualityLevelIndex

A Property to indicate which quality this node was cooked with. (INDEX_NONE if not cooked, or unset).

Public variable

FCriticalSectio...

 

EditorOnlyCs

Critical section to protect Child nodes array while serializing.

Functions

Name Description

Public function Virtual

void

 

ParseNodes

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

Public function

void

 

ReconcileNode

(
    bool bReconstructNode
)

Overridden from USoundNode

Name Description

Public function Virtual Const

FText

 

GetInputPinName

(
    int32 PinIndex
)

Get the name of a specific input pin

Public function Virtual Const

int32

 

GetMaxChildNodes()

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

Public function Virtual Const

int32

 

GetMinChildNodes()

Returns the minimum number of child nodes this node must have

Public function Virtual

void

 

PrimeChildWavePlayers

(
    bool bRecurse
)

When this is called and stream caching is enabled, any wave player sound nodes childed off of this node will have their audio loaded into the cache.

Public function Virtual

void

 

ReleaseRetainerOnChildWavePlayers

(
    bool bRecurse
)

Public function Virtual

void

 

RetainChildWavePlayers

(
    bool bRecurse
)

When this is called and stream caching is enabled, any wave player sound nodes childed off of this node will have their audio retained into the cache.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

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