Sound

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MacOS
Linux

Classes

Name

Description

Public class

AAmbientSound

A sound actor that can be placed in a level

Public class

AAudioVolume

Public class

FAsyncSoundWavePCMWriteWorker

FAsyncSoundWavePCMWriteWorker This class is used by FSoundWavePCMWriter to handle async writing.

Public struct

FAttenuationSubmixSendSettings

Public struct

FAudioEffectParameters

Public struct

FAudioEQEffect

Public struct

FAudioQualitySettings

Public struct

FAudioRecordingData

FAudioRecordingData This is used by USoundSubmix and the AudioMixerBlueprintLibrary to contain FSoundWavePCMWriter operations.

Public struct

FAudioVolumeProxy

Public struct

FAudioVolumeSubmixOverrideSettings

Public struct

FAudioVolumeSubmixSendSettings

Struct to determine dynamic submix send data for use with audio volumes.

Public struct

FCompareSpectralDataByFrequencyHz

Sort predicate for sorting spectral data by frequency (lowest first)

Public class

FConcurrencyGroup

Class which tracks array of active sound pointers for concurrency management

Public struct

FConcurrencyHandle

Handle to all required data to create and catalog a concurrency group

Public struct

FConcurrencySoundData

Sound instance data pertaining to concurrency tracking

Public struct

FDefaultAudioBusSettings

Public struct

FDialogueConstants

Public struct

FDialogueContext

Public struct

FDialogueContextMapping

Public struct

FDialogueWaveParameter

Public struct

FDistanceDatum

Public struct

FInteriorSettings

Struct encapsulating settings for interior areas.

Public struct

FModulationDestination

Public struct

FModulatorContinuousParams

Public class

FOnQuartzCommandEvent

Public class

FOnQuartzCommandEventBP

Public class

FOnQuartzMetronomeEvent

Delegate Declarations.

Public class

FOnQuartzMetronomeEventBP

Public class

FOnSubmixEnvelope

Called when a new submix envelope value is generated on the given audio device id (different for multiple PIE).

Public class

FOnSubmixEnvelopeBP

Public class

FOnSubmixRecordedFileDone

Called when a recorded file has finished writing to disk.

Public class

FOnSubmixSpectralAnalysis

Public class

FOnSubmixSpectralAnalysisBP

Public struct

FOwnerConcurrencyMapEntry

Public struct

FPassiveSoundMixModifier

Structure containing information on a SoundMix to activate passively.

Public class

FQuartLatencyTracker

Class to track latency trends will lazily calculate running average on the correct thread

Public struct

FQuartzClockSettings

UStruct version of settings struct used to initialized a clock.

Public struct

FQuartzClockTickRate

Utility class to set/get/convert tick rate In this context "Tick Rate" refers to the duration of smallest temporal resolution we may care about in musical time, this is locked to a 1/32nd

Public class

FQuartzCrossThreadMessage

Class to track time a QuartzMessage takes to get from one thread to another

Public class

FQuartzLatencyTimer

Simple class to track latency as a request/action propagates from GT to ART (or vice versa)

Public struct

FQuartzMetronomeDelegateData

Struct used to communicate metronome events back to the game play thread.

Public struct

FQuartzPulseOverrideStep

Allows the user to specify non-uniform beat durations in odd meters.

Public struct

FQuartzQuantizationBoundary

Struct used to specify the quantization boundary of an event

Public struct

FQuartzQuantizedCommandDelegateData

Struct used to communicate command state back to the game play thread.

Public struct

FQuartzQuantizedCommandHandle

Audio Render Thread Handle to a queued command Used by AudioMixerSourceVoices to access a pending associated command

Public struct

FQuartzQuantizedCommandInitInfo

Data that is passed into IQuartzQuantizedCommand::OnQueued info that derived classes need can be added here

Public struct

FQuartzQuantizedRequestData

Data that is gathered by the AudioThread to get passed from FActiveSound->FMixerSourceVoice eventually converted to IQuartzQuantizedCommand for the Quantized Command itself

Public struct

FQuartzTimeSignature

Quartz Time Signature.

Public struct

FQuartzTransportTimeStamp

Transport Time stamp, used for tracking the musical time stamp on a clock.

Public struct

FReverbSettings

Struct encapsulating settings for reverb effects.

Public class

FShareableQuartzCommandQueue

Class that can be shared between Game Thread and any other thread to queue commands (ONLY the Game Thread may EXECUTE the commands in the queue, enforced by UQuartzClockHandle* argument in the TFunctions)

Public struct

FSoundAttenuationPluginSettings

Public struct

FSoundAttenuationSettings

The settings for attenuating.

Public struct

FSoundClassAdjuster

Elements of data for sound group volume control

Public struct

FSoundClassDynamicProperties

Class for sound class properties which are intended to be dynamically changing without a sound mix.

Public struct

FSoundClassEditorData

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FSoundClassProperties

Structure containing configurable properties of a sound class.

Public class

FSoundConcurrencyManager

Public struct

FSoundConcurrencySettings

Public struct

FSoundDebugEntry

Public class

FSoundEffectBase

Public class

FSoundEffectSource

Public struct

FSoundEffectSourceInitData

Data required to initialize the source effect.

Public struct

FSoundEffectSourceInputData

Data required to update the source effect.

Public class

FSoundEffectSubmix

Public struct

FSoundEffectSubmixInitData

Struct which has data needed to initialize the submix effect.

Public struct

FSoundEffectSubmixInputData

Struct which supplies audio data to submix effects on game thread.

Public struct

FSoundEffectSubmixOutputData

Public class

FSoundGeneratorNull

Null implementation of ISoundGenerator which no-ops audio generation.

Public struct

FSoundGroup

Public struct

FSoundInstanceEntry

Public struct

FSoundModulationDefaultRoutingSettings

Default parameter destination settings for source audio object.

Public struct

FSoundModulationDefaultSettings

Default parameter destination settings for source audio object.

Public struct

FSoundModulationDestinationSettings

Parameter destination settings allowing modulation control override for parameter destinations opting in to the Modulation System.

Public struct

FSoundNodeEditorData

Public struct

FSoundSourceBusSendInfo

Public struct

FSoundSpectrumAnalyzerDelegateSettings

Public struct

FSoundSpectrumAnalyzerSettings

Public struct

FSoundSubmixSendInfo

Class used to send audio to submixes from USoundBase.

Public struct

FSoundSubmixSpectralAnalysisBandSettings

Public struct

FSoundWaveEnvelopeDataPerSound

Public struct

FSoundWaveEnvelopeTimeData

Struct used to store time-stamped envelope data.

Public class

FSoundWavePCMLoader

FSoundWavePCMLoader This class loads and decodes a USoundWave asset into a TSampleBuffer.

Public class

FSoundWavePCMWriter

FSoundWavePCMWriter This class can be used to save a TSampleBuffer to either a wav file or a USoundWave using BeginGeneratingSoundWaveFromBuffer, BeginWriteToSoundWave, or BeginWriteToWavFile on the game thread.

Public struct

FSoundWaveSpectralData

Public struct

FSoundWaveSpectralDataEntry

Struct used to store spectral data with time-stamps.

Public struct

FSoundWaveSpectralDataPerSound

Public struct

FSoundWaveSpectralTimeData

Struct used to store spectral data with time-stamps.

Public struct

FSourceEffectChainEntry

Public struct

FStreamedAudioChunk

A chunk of streamed audio.

Public struct

FStreamedAudioPlatformData

Platform-specific data used streaming audio at runtime.

Public class

IQuartzQuantizedCommand

Base class for quantized commands. Virtual methods called by owning clock.

Public class

ISoundClassAudioEditor

Interface for sound class graph interaction with the AudioEditor module.

Public class

ISoundCueAudioEditor

Interface for sound cue graph interaction with the AudioEditor module.

Public class

ISoundGenerator

Public class

ISoundSubmixAudioEditor

Interface for sound submix graph interaction with the AudioEditor module.

Public struct

ISoundWaveClient

Public class

UAudioBus

Function to retrieve an audio bus buffer given a handle static float* GetAudioBusBuffer(const FAudioBusHandle& AudioBusHandle); An audio bus is an object which represents an audio patch chord.

Public class

UAudioSettings

Audio settings.

Public class

UDialogueSoundWaveProxy

Public class

UDialogueVoice

Playable sound object for spoken dialogue

Public class

UDialogueWave

Public class

UEndpointSubmix

Sound Submix class meant for sending audio to an external endpoint, such as controller haptics or an additional audio device.

Public class

UReverbEffect

Public class

USoundAttenuation

Defines how a sound changes volume with distance to the listener

Public class

USoundBase

Public class

USoundClass

Public class

USoundConcurrency

Public class

USoundCue

The behavior of audio playback is defined within Sound Cues.

Public class

USoundEffectPreset

Public class

USoundEffectSourcePreset

Preset of a source effect that can be shared between chains.

Public class

USoundEffectSourcePresetChain

Chain of source effect presets that can be shared between referencing sounds.

Public class

USoundEffectSubmixPreset

Preset of a submix effect that can be shared between sounds.

Public class

USoundfieldEndpointSubmix

Sound Submix class meant for sending soundfield-encoded audio to an external endpoint, such as a hardware binaural renderer that supports ambisonics.

Public class

USoundfieldSubmix

Sound Submix class meant for use with soundfield formats, such as Ambisonics.

Public class

USoundGroups

This class is a singleton initialized from the ini.

Public class

USoundMix

Public class

USoundNode

Public class

USoundNodeAssetReferencer

Sound node that contains a reference to the raw wave file to be played

Public class

USoundNodeAttenuation

Defines how a sound's volume changes based on distance to the listener

Public class

USoundNodeBranch

Selects a child node based on the value of a boolean parameter

Public class

USoundNodeConcatenator

Plays child nodes sequentially

Public class

USoundNodeDelay

Defines a delay

Public class

USoundNodeDialoguePlayer

Sound node that contains a reference to the dialogue table to pull from and be played

Public class

USoundNodeDistanceCrossFade

SoundNodeDistanceCrossFade

Public class

USoundNodeDoppler

Computes doppler pitch shift

Public class

USoundNodeEnveloper

Allows manipulation of volume and pitch over a set time period

Public class

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

Public class

USoundNodeLooping

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

Public class

USoundNodeMature

This SoundNode uses [UEngine::bAllowMatureLanguage](API\Runtime\Engine\Engine\UEngine\bAllowMatureLanguage) to determine whether child nodes that have [USoundWave::bMature](API\Runtime\Engine\Sound\USoundWave\bMature)=true should be played.

Public class

USoundNodeMixer

Defines how concurrent sounds are mixed together

Public class

USoundNodeModulator

Defines a random volume and pitch modification when a sound starts

Public class

USoundNodeModulatorContinuous

Allows named parameter based manipulation of pitch and volume

Public class

USoundNodeOscillator

Defines how a sound oscillates

Public class

USoundNodeParamCrossFade

Crossfades between different sounds based on a parameter

Public class

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

Public class

USoundNodeRandom

Selects sounds from a random set

Public class

USoundNodeSoundClass

Remaps the SoundClass of SoundWaves underneath this

Public class

USoundNodeSwitch

Selects a child node based on the value of a integer parameter

Public class

USoundNodeWaveParam

Sound node that takes a runtime parameter for the wave to play

Public class

USoundNodeWavePlayer

Sound node that contains a reference to the raw wave file to be played

Public class

USoundSourceBus

A source bus is a type of USoundBase and can be "played" like any sound.

Public class

USoundSubmix

Sound Submix class meant for applying an effect to the downmixed sum of multiple audio sources.

Public class

USoundSubmixBase

Public class

USoundSubmixWithParentBase

This submix class can be derived from for submixes that output to a parent submix.

Public class

USoundWave

Public class

USoundWaveProcedural

Constants

Name

Description

Audio::WriterDefaultChunkSize

This is the default chunk size, in bytes that FSoundWavePCMWriter writes to the disk at once.

Typedefs

Name

Description

FAsyncSoundWavePCMWriterTask

FConcurrencyGroupID

Sound concurrency group ID.

FConcurrencyGroups

FConcurrencyMap

Type for mapping an object id to a concurrency entry.

FConcurrencyObjectID

Sound concurrency unique object IDs.

FLastTimePlayedMap

Type for mapping concurrency group id to when the group last played.

FOnSoundWaveProceduralUnderflow

FOwnerConcurrencyMap

Maps owners to concurrency maps

FOwnerPerSoundConcurrencyMap

Maps owners to sound instances

FPerSoundToActiveSoundsMap

Maps sound object ids to active sound array for global concurrency limiting

FSoundObjectID

Sound instance (USoundBase) object ID.

FSoundOwnerObjectID

Sound owner object IDs

ISoundGeneratorPtr

Enums

Name

Description

Public enum

Audio::ESoundWavePCMWriterState

Enum used to express the current state of a FSoundWavePCMWriter's current operation.

Public enum

Audio::ESoundWavePCMWriteTaskType

Enum used internally by the FSoundWavePCMWriter.

Public enum

EAirAbsorptionMethod

Public enum

EAudioBusChannels

The number of channels to mix audio into the source bus.

Public enum

EAudioOutputTarget::Type

Copyright Epic Games, Inc. All Rights Reserved.

Public enum

EAudioRecordingExportType

Public enum

EAudioSpectrumBandPresetType

Public enum

EAudioSpectrumType

Public enum

EAudioVolumeLocationState

Enum describing the state of checking audio volume location.

Public enum

EConcurrencyMode

How the concurrency request is handled by the concurrency manager

Public enum

EConcurrencyVolumeScaleMode

Public enum

EDecompressionType

Public enum

EFFTPeakInterpolationMethod

Public enum

EFFTSize

Public enum

EFFTWindowType

Public enum

EGainParamMode

Whether to use linear or decibel values for audio gains.

Public enum

EGrammaticalGender::Type

Public enum

EGrammaticalNumber::Type

Public enum

EMaxConcurrentResolutionRule::Type

Public enum

EModulationRouting

Public enum

EMonoChannelUpmixMethod

Enumeration defines how to treat mono 2D playback. Mono sounds need to upmixed to stereo when played back in 2D.

Public enum

EPanningMethod

Enumeration defines what method of panning to use (for non-binaural audio) with the audio-mixer.

Public enum

EPriorityAttenuationMethod

Public enum

EQuartzCommandDelegateSubType

An enumeration for specifying different TYPES of delegates.

Public enum

EQuartzCommandQuantization

An enumeration for specifying quantization for Quartz commands.

Public enum

EQuartzDelegateType

An enumeration for specifying different TYPES of delegates.

Public enum

EQuartzTimeSignatureQuantization

An enumeration for specifying the denominator of time signatures.

Public enum

EQuarztQuantizationReference

An enumeration for specifying quantization boundary reference frame.

Public enum

EReverbSendMethod

Public enum

ESendLevelControlMethod

Public enum

ESoundDistanceCalc

This enumeration is deprecated.

Public enum

ESoundGroup

Copyright Epic Games, Inc. All Rights Reserved.

Public enum

ESoundSpatializationAlgorithm

Public enum

ESoundWaveFFTSize

The FFT size (in audio frames) to use for baked FFT analysis.

Public enum

ESoundWaveLoadingBehavior

Copyright Epic Games, Inc. All Rights Reserved.

Public enum

ESoundWavePrecacheState

Precache states

Public enum

ESourceBusChannels

The number of channels to mix audio into the source bus.

Public enum

ESourceBusSendLevelControlMethod

Public enum

ESubmixSendMethod

Public enum

ESubmixSendStage

Public enum

EVirtualizationMode

Method of virtualization when a sound is stopped due to playback constraints (i.e. by concurrency, priority, and/or MaxChannelCount) for a given sound.

Public enum

EVoiceSampleRate

Enumeration for what our options are for sample rates used for VOIP.

Public enum

ModulationParamMode

Public enum

ReverbPreset

DEPRECATED: Exists for backwards compatibility Indicates a reverb preset to use.

Functions

Name Description

Public function

const TCHAR ...

 

EnumToString

(
    ESoundWaveLoadingBehavior InCurrent...
)

Public function

const TCHAR ...

 

EnumToString

(
    ESoundWaveLoadingBehavior InCurrent...
)

Public function

bool

 

operator!=

(
    const FDialogueContext& LHS,
    const FDialogueContext& RHS
)

Public function

bool

 

operator!=

(
    const FDialogueContextMapping& LHS,
    const FDialogueContextMapping& RHS
)

Public function

bool

 

operator==

(
    const FDialogueContext& LHS,
    const FDialogueContext& RHS
)

Public function

bool

 

operator==

(
    const FDialogueContextMapping& LHS,
    const FDialogueContextMapping& RHS
)

Public function

bool

 

SubmixUtils::AreSubmixFormatsCompatible

(
    const USoundSubmixBase* ChildS...,
    const USoundSubmixBase* Parent...
)

Public function

void

 

SubmixUtils::RefreshEditorForSubmix

(
    const USoundSubmixBase* InSubm...
)

Variables

Name Description

Public variable

constexpr uint6...

 

InvalidAudioStreamCacheLookupID

Public variable

FLogCategoryLog...

 

LogAudioQuartz

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