FAudioDevice

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MacOS
Linux

Inheritance Hierarchy

FExec

FAudioDevice

FMixerDevice

Syntax

class FAudioDevice : public FExec

Variables

Name Description

Public variable

TAmbisonicsMixe...

 

AmbisonicsMixer

This devices ambisonics pointer, if one exists

Protected variable

double

 

AudioClock

The audio clock from the audio hardware. Not supported on all platforms.

Protected variable

uint8: 1

 

bAllowCenterChannel3DPanning

Whether or not we allow center channel panning (audio mixer only feature.)

Public variable

uint8: 1

 

bAudioMixerModuleLoaded

Whether or not the audio mixer module is being used by this device.

Public variable

uint8: 1

 

bDisableAudioCaching

HACK: Temporarily disable audio caching.

Public variable

uint8: 1

 

bIsAudioDeviceHardwareInitialized

Whether or not the lower-level audio device hardware initialized.

Public variable

uint8: 1

 

bIsBakedAnalysisEnabled

If baked analysis querying is enabled.

Public variable

uint8: 1

 

bIsStoppingVoicesEnabled

Public variable

uint8: 1

 

bOcclusionIsExternalSend

Public variable

uint8: 1

 

bReverbIsExternalSend

Public variable

uint8: 1

 

bSpatializationIsExternalSend

Whether of not various audio plugin interfaces are external sends.

Protected variable

bool

 

bUseListenerAttenuationOverride

Whether or not to use the listener attenuation override.

Public variable

void *

 

CommonAudioPool

Pointer to permanent memory allocation stack.

Public variable

int32

 

CommonAudioPoolFreeBytes

Available size in permanent memory stack

Public variable

int32

 

CommonAudioPoolSize

The amount of memory to reserve for always resident sounds

Protected variable

float

 

DeviceDeltaTime

Public variable

uint32

 

DeviceHandle

The handle for this audio device used in the audio device manager.

Protected variable

FAudioEffectsMa...

 

Effects

Interface to audio effects processing

Protected variable

TArray< FSoundS...

 

FreeSources

Protected variable

FVector

 

ListenerAttenuationOverride

A listener attenuation override to use for distance and attenuation calculations.

Protected variable

TArray< FListen...

 

Listeners

Audio thread representation of listeners.

Public variable

TArray< FTransf...

 

ListenerTransforms

Game thread cache of listener transforms.

Public variable

int32

 

MaxChannels

The maximum number of concurrent audible sounds

Public variable

int32

 

MaxChannels_GameThread

Public variable

float

 

MaxChannelsScale

A scaler on the max channels.

Public variable

float

 

MaxChannelsScale_GameThread

Public variable

int32

 

MaxChannelsSupportedBySpatializationPlugin

Max amount of channels a source can be to be spatialized by our active spatialization plugin.

Public variable

int32

 

MaxWaveInstances

The maximum number of wave instances allowed.

Public variable

int32

 

NumPrecacheFrames

The number of frames to precache.

Public variable

int32

 

NumStoppingVoices

The number of sources to reserve for stopping sounds.

Public variable

TAudioOcclusion...

 

OcclusionInterface

3rd party occlusion interface.

Public variable

FAudioPlatformS...

 

PlatformSettings

The platform specific audio settings.

Public variable

TArray< TAudioP...

 

PluginListeners

3rd party listener observers registered to this audio device.

Public variable

TAudioReverbPtr

 

ReverbPluginInterface

3rd party reverb interface.

Public variable

int32

 

SampleRate

The sample rate of all the audio devices

Protected variable

TArray< FSoundS...

 

Sources

Public variable

TAudioSpatializ...

 

SpatializationPluginInterface

3rd party audio spatialization interface.

Constructors

Name Description

Public function

FAudioDevice()

Constructor

Destructors

Name Description

Public function Virtual

~FAudioDevice()

Functions

Name Description

Public function

void

 

ActivateReverbEffect

(
    UReverbEffect* ReverbEffect,
    FName TagName,
    float Priority,
    float Volume,
    float FadeTime
)

Activates a Reverb Effect without the need for a volume

Public function

void

 

AddAudioVolumeProxy

(
    const FAudioVolumeProxy& Proxy
)

Public function Virtual

void

 

AddEnvelopeFollowerDelegate

(
    USoundSubmix* InSubmix,
    const FOnSubmixEnvelopeBP& OnSubmi...
)

Adds an envelope follower delegate to the submix for this audio device.

Public function

void

 

AddNewActiveSound

(
    const FActiveSound& ActiveSound
)

Adds an active sound to the audio device

Public function

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

Track references to UObjects

Public function

void

 

AddSoundToStop

(
    FActiveSound* SoundToStop
)

Public function Const

bool

 

AreStartupSoundsPreCached()

Public function Static

bool

 

CanUseVRAudioDevice()

Query if the editor is in VR Preview for the current play world.

Public function

float

 

ClampPitch

(
    float InPitchScale
)

Public function

void

 

ClearListenerAttenuationOverride()

Removes a listener attenuation override.

Public function

void

 

ClearSoundMixClassOverride

(
    USoundMix* InSoundMix,
    USoundClass* InSoundClass,
    float FadeOutTime
)

Clears a sound class override in the given sound mix.

Public function

void

 

ClearSoundMixModifier

(
    USoundMix* SoundMix
)

Clear the effect of one SoundMix completely.

Public function

void

 

ClearSoundMixModifiers()

Clear the effect of all SoundMix modifiers.

Public function Virtual

void

 

CountBytes

(
    FArchive& Ar
)

Counts the bytes for the structures used in this class

Public function Static

UAudioCompon...

 

CreateComponent

(
    USoundBase* Sound,
    const FCreateComponentParams& Para...
)

Public function Virtual

ICompressedA...

 

CreateCompressedAudioInfo

(
    USoundWave* SoundWave
)

Creates a Compressed audio info class suitable for decompressing this SoundWave

Public function Virtual

FAudioEffect...

 

CreateEffectsManager()

Creates a new platform specific sound source

Public function

FSoundSource...

 

CreateSoundSource()

Creates a new platform specific sound source

Public function

void

 

DeactivateReverbEffect

(
    FName TagName
)

Deactivates a Reverb Effect not applied by a volume

Public function

void

 

DestroyEffect

(
    FSoundSource* Source
)

Platform dependent call to destroy any effect related data

Public function Virtual Const

bool

 

DisablePCMAudioCaching()

Whether or not the platform disables caching of decompressed PCM data (i.e. to save memory on fixed memory platforms

Public function Const

void

 

DumpActiveSounds()

Public function Virtual

void

 

EnableDebugAudioOutput()

Enables the audio device to output debug audio to test audio device output.

Public function

void

 

EnableRadioEffect

(
    bool bEnable
)

Enables or Disables the radio effect.

Public function Virtual

void

 

FadeIn()

Public function Virtual

void

 

FadeOut()

Optional fadeout and fade in of audio to avoid clicks when closing or opening/reusing audio device.

Public function

FActiveSound...

 

FindActiveSound

(
    uint64 AudioComponentID
)

Finds the active sound for the specified audio component ID

Public function Const

int32

 

FindClosestListenerIndex

(
    const FTransform& SoundTransform
)

Returns the index of the listener closest to the given sound transform

Public function Static

int32

 

FindClosestListenerIndex

(
    const FTransform& SoundTransform,
    const TArray< FListener >& InListe...
)

Returns the index of the listener closest to the given sound transform

Public function

void

 

Flush

(
    UWorld* WorldToFlush,
    bool bClearActivatedReverb
)

Stop all the audio components and sources attached to the world.

Public function Virtual

void

 

FlushAudioRenderingCommands()

Allows audio rendering command queue to flush during audio device flush.

Public function Const

const TArray...

 

GetActiveSounds()

Public function

TAmbisonicsM...

 

GetAmbisonicsMixer()

Get ambisonics mixer, if one is available

Public function Const

void

 

GetAttenuationListenerData

(
    FAttenuationListenerData& OutListe...,
    const FTransform& SoundTransform,
    const FSoundAttenuationSettings& A...,
    const FTransform* InListenerTr...
)

Computes and returns some geometry related to the listener and the given sound transform.

Public function Const

double

 

GetAudioClock()

Returns the audio clock of the audio device. Not supported on all platforms.

Public function Virtual Const

void

 

GetAudioDeviceList

(
    TArray< FString >& OutAudioDeviceN...
)

Returns an array of available audio devices names for the platform

Public function Static

FAudioDevice...

 

GetAudioDeviceManager()

Returns the audio device manager

Public function

FAudioStats ...

 

GetAudioStats()

Public function Virtual Const

double

 

GetAudioTime()

Return the audio stream time

Public function Const

void

 

GetAudioVolumeSettings

(
    const uint32 WorldID,
    const FVector& Location,
    FAudioVolumeSettings& OutSettings
)

Public function Const

void

 

GetAzimuth

(
    FAttenuationListenerData& OutListe...,
    const USoundBase* Sound,
    const FTransform& SoundTransform,
    const FSoundAttenuationSettings& A...,
    const FTransform& ListenerTransfor...,
    float& OutAzimuth,
    float& AbsoluteAzimuth
)

Returns the azimuth angle of the sound relative to the sound's nearest listener.

Public function Const

int32

 

GetBufferLength()

Returns the buffer length of the audio device.

Public function Const

UReverbEffec...

 

GetCurrentReverbEffect()

Returns the currently applied reverb effect if there is one.

Public function Virtual

bool

 

GetCurrentSourceEffectChain

(
    const uint32 SourceEffectChainId,
    TArray< FSourceEffectChainEntry >&...
)

Returns the current source effect chain entries set dynamically from BP or elsewhere.

Public function Const

float

 

GetDefaultReverbSendLevel()

Returns the default reverb send level used for sources which have reverb applied but no attenuation settings.

Public function Const

float

 

GetDeviceDeltaTime()

Returns the current audio device update delta time.

Public function Const

float

 

GetDistanceToNearestListener

(
    const FVector& Location
)

Returns the distance to the nearest listener from the given location

Public function

FAudioEffect...

 

GetEffects()

Return the pointer to the sound effects handler

Public function Const

float

 

GetFocusFactor

(
    FAttenuationListenerData& OutListe...,
    const USoundBase* Sound,
    const float Azimuth,
    const FSoundAttenuationSettings& A...
)

Returns the focus factor of a sound based on its position and listener data.

Public function Const

float

 

GetGameDeltaTime()

Returns the game's delta time

Public function Const

const FGloba...

 

GetGlobalFocusSettings()

Public function Const

const FDynam...

 

GetGlobalPitchScale()

Public function Const

const TArray...

 

GetListeners()

Public function

FVector

 

GetListenerTransformedDirection

(
    const FVector& Position,
    float* OutDistance
)

Gets the direction of the given position vector transformed relative to listener.

Public function Const

float

 

GetLowPassFilterResonance()

Low pass filter OneOverQ value

Public function Virtual

void

 

GetMagnitudesForFrequencies

(
    USoundSubmix* InSubmix,
    const TArray< float >& InFrequenci...,
    TArray< float >& OutMagnitudes
)

Public function Static

FAudioDevice...

 

GetMainAudioDevice()

Returns the main audio device of the engine

Public function Const

int32

 

GetMaxChannels()

Returns the max channels used by the audio device.

Public function

void

 

GetMaxDistanceAndFocusFactor

(
    USoundBase* Sound,
    const UWorld* World,
    const FVector& Location,
    const FSoundAttenuationSettings...,
    float& OutMaxDistance,
    float& OutFocusFactor
)

Gets the max distance and focus factor of a sound.

Public function Const

EDebugState

 

GetMixDebugState()

Gets the current audio debug state

Public function Virtual Const

int32

 

GetNumActiveSources()

Returns the number of active sound sources

Public function Const

int32

 

GetNumFreeSources()

Returns the number of free sources.

Public function Virtual

void

 

GetPhasesForFrequencies

(
    USoundSubmix* InSubmix,
    const TArray< float >& InFrequenci...,
    TArray< float >& OutPhases
)

Public function Const

float

 

GetPlatformAudioHeadroom()

Public function Static

FAudioQualit...

 

GetQualityLevelSettings()

Returns the quality settings used by the default audio settings.

Public function

FName

 

GetRuntimeFormat

(
    USoundWave* SoundWave
)

Public function Const

float

 

GetSampleRate()

Returns the sample rate used by the audio device.

Public function

int32

 

GetSortedActiveWaveInstances

(
    TArray< FWaveInstance* >& Wav...,
    const ESortedActiveWaveGetType::Typ...
)

Iterate over the active AudioComponents for wave instances that could be playing.

Public function

FSoundClassP...

 

GetSoundClassCurrentProperties

(
    USoundClass* InSoundClass
)

Gets the current properties of a sound class, if the sound class hasn't been registered, then it returns nullptr

Public function

TMap< USound...

 

GetSoundMixModifiers()

Public function Const

FSoundSource...

 

GetSoundSource

(
    FWaveInstance* WaveInstance
)

Public function

TAudioSpatia...

 

GetSpatializationPluginInterface()

Return the spatialization plugin interface.

Public function Const

float

 

GetSquaredDistanceToListener

(
    const FVector& Location,
    const FTransform& ListenerTransfor...
)

Public function Const

float

 

GetTransientMasterVolume()

Protected function

void

 

HandlePause

(
    bool bGameTicking,
    bool bGlobalPause
)

Handle pausing/unpausing of sources when entering or leaving pause mode, or global pause (like device suspend)

Public function Virtual

bool

 

HasCompressedAudioInfoClass

(
    USoundWave* SoundWave
)

Whether this SoundWave has an associated info class to decompress it

Public function

bool

 

Init

(
    int32 InMaxChannels
)

Basic initialization of the platform agnostic layer of the audio system

Public function

void *

 

InitEffect

(
    FSoundSource* Source
)

Platform dependent call to init effect data on a sound source

Public function Virtual

bool

 

InitializeHardware()

Starts up any platform specific hardware/APIs

Public function

void

 

InitSoundClasses()

Set up the sound class hierarchy

Public function Virtual

void

 

InitSoundEffectPresets()

Protected function

void

 

InitSoundSources()

Set up the initial sound sources Allows us to initialize sound source early on, allowing for render callback hookups for iOS Audio.

Public function Virtual

void

 

InitSoundSubmixes()

Initializes sound submixes.

Public function Const

void

 

InvalidateCachedInteriorVolumes()

When the set of Audio volumes have changed invalidate the cached values of active sounds

Public function Const

bool

 

IsAudioDeviceMuted()

Public function Const

bool

 

IsAudioMixerEnabled()

Returns if this is the multi-platform audio mixer.

Public function Const

bool

 

IsBakedAnalaysisQueryingEnabled()

Returns if baked analysis querying is enabled.

Public function Virtual

bool

 

IsExernalBackgroundSoundActive()

Check if any background music or sound is playing through the audio device

Public function Const

bool

 

IsHRTFEnabledForAll()

Whether or not HRTF spatialization is enabled for all.

Protected function Const

bool

 

IsInitialized()

Whether the device was initialized.

Public function

bool

 

IsMainAudioDevice()

Public function Const

bool

 

IsOcclusionPluginEnabled()

Whether or not there's an occlusion plugin enabled.

Public function Static

bool

 

IsOcclusionPluginLoaded()

Public function Const

bool

 

IsReverbPluginEnabled()

Whether or not there's a reverb plugin enabled.

Public function Static

bool

 

IsReverbPluginLoaded()

Public function Const

bool

 

IsSpatializationPluginEnabled()

Whether or not there's a spatialization plugin enabled.

Public function Const

bool

 

IsStoppingVoicesEnabled()

Returns if stopping voices is enabled.

Public function Const

bool

 

LocationIsAudible

(
    const FVector& Location,
    const float MaxDistance
)

Checks to see if a coordinate is within a distance of any listener

Public function Const

bool

 

LocationIsAudible

(
    const FVector& Location,
    const FTransform& ListenerTransfor...,
    const float MaxDistance
)

Checks to see if a coordinate is within a distance of the given listener

Public function

void

 

NotifyActiveSoundOcclusionTraceDone

(
    FActiveSound* ActiveSound,
    bool bIsOccluded
)

Notify that a pending async occlusion trace finished on the active sound.

Public function

void

 

OnBeginPIE

(
    const bool bIsSimulating
)

Deals with anything audio related that should happen when PIE starts

Public function

void

 

OnEndPIE

(
    const bool bIsSimulating
)

Deals with anything audio related that should happen when PIE ends

Public function

void

 

PauseActiveSound

(
    uint64 AudioComponentID,
    const bool bInIsPaused
)

Pauses the active sound for the specified audio component

Public function

void

 

PlaySoundAtLocation

(
    USoundBase* Sound,
    UWorld* World,
    float VolumeMultiplier,
    float PitchMultiplier,
    float StartTime,
    const FVector& Location,
    const FRotator& Rotation,
    USoundAttenuation* Attenuation...,
    USoundConcurrency* Concurrency...,
    const TArray< FAudioComponentParam ...,
    AActor* OwningActor
)

Plays a sound at the given location without creating an audio component.

Public function

void

 

PopSoundMixModifier

(
    USoundMix* SoundMix,
    bool bIsPassive
)

Pop a SoundMix from the Audio Device's list.

Public function Virtual

void

 

Precache

(
    USoundWave* SoundWave,
    bool bSynchronous,
    bool bTrackMemory,
    bool bForceFullDecompression
)

Precaches the passed in sound node wave object.

Precaches the passed in sound node wave object.

Public function

void

 

PrecacheStartupSounds()

Precaches all existing sounds. Called when audio setup is complete

Public function

void

 

PushSoundMixModifier

(
    USoundMix* SoundMix,
    bool bIsPassive,
    bool bIsRetrigger
)

Push a SoundMix onto the Audio Device's list.

Public function

void

 

RegisterPluginListener

(
    const TAudioPluginListenerPtr Plugi...
)

Registers a third party listener-observer to this audio device.

Public function

void

 

RegisterSoundClass

(
    USoundClass* InSoundClass
)

Registers a sound class with the audio device

Public function Virtual

void

 

RegisterSoundSubmix

(
    USoundSubmix* SoundSubmix,
    bool bInit
)

Registers the sound submix

Public function Virtual

void

 

RegisterSubmixBufferListener

(
    ISubmixBufferListener* InSubmi...,
    USoundSubmix* SoundSubmix
)

Registers the submix buffer listener with the given submix.

Public function

void

 

RemoveActiveSound

(
    FActiveSound* ActiveSound
)

Removes an active sound from the active sounds array

Public function

void

 

RemoveAudioVolumeProxy

(
    uint32 AudioVolumeID
)

Public function

void

 

RemoveSoundMix

(
    USoundMix* SoundMix
)

Removes a sound mix - called when SoundMix is unloaded

Public function Const

void

 

RenderStatReverb

(
    UWorld* World,
    FViewport* Viewport,
    FCanvas* Canvas,
    int32 X,
    int32& Y,
    const FVector* ViewLocation,
    const FRotator* ViewRotation
)

Public function

void

 

ResetInterpolation()

Resets all interpolating values to defaults.

Public function

void

 

ResolveDesiredStats

(
    FViewportClient* ViewportClien...
)

Public function Virtual

void

 

ResumeContext()

Resume any context related objects

Public function

void

 

SetBaseSoundMix

(
    USoundMix* SoundMix
)

Sets a new sound mix and applies it to all appropriate sound classes

Public function

void

 

SetDefaultAudioSettings

(
    UWorld* World,
    const FReverbSettings& DefaultReve...,
    const FInteriorSettings& DefaultIn...
)

Public function

void

 

SetDefaultBaseSoundMix

(
    USoundMix* SoundMix
)

Sets the Sound Mix that should be active by default

Public function

void

 

SetDeviceMuted

(
    bool bMuted
)

Public function

void

 

SetGlobalFocusSettings

(
    const FGlobalFocusSettings& NewFoc...
)

Public function

void

 

SetGlobalPitchModulation

(
    float PitchScale,
    float TimeSec
)

Public function

void

 

SetHRTFEnabledForAll

(
    bool InbHRTFEnabledForAll
)

Public function

void

 

SetListener

(
    UWorld* World,
    int32 InListenerIndex,
    const FTransform& ListenerTransfor...,
    float InDeltaSeconds
)

Sets the details about the listener

Public function

void

 

SetListenerAttenuationOverride

(
    const FVector AttenuationPosition
)

Sets an override for the listener to do attenuation calculations.

Public function

void

 

SetMaxChannels

(
    int32 InMaxChannels
)

Sets the maximum number of channels dynamically.

Public function

void

 

SetMaxChannelsScaled

(
    float InScaledChannelCount
)

Sets the maximum number of channels dynamically by scaled percentage.

Public function

void

 

SetMixDebugState

(
    EDebugState DebugState
)

Public function

void

 

SetPlatformAudioHeadroom

(
    float PlatformHeadRoom
)

Public function

void

 

SetSoundMixClassOverride

(
    USoundMix* InSoundMix,
    USoundClass* InSoundClass,
    float Volume,
    float Pitch,
    float FadeInTime,
    bool bApplyToChildren
)

Sets a sound class override in the given sound mix.

Public function

void

 

SetSoundMixModifiers

(
    TMap< USoundMix*, FSoundMixSta...
)

Public function

void

 

SetSpatializationInterfaceEnabled

(
    bool InbSpatializationInterfaceEnab...
)

Public function

void

 

SetTransientMasterVolume

(
    float TransientMasterVolume
)

Public function

void

 

SetUseAttenuationForNonGameWorlds

(
    bool bInUseAttenuationForNonGameWor...
)

Set whether or not we force the use of attenuation for non-game worlds (as by default we only care about game worlds)

Public function

bool

 

SoundIsAudible

(
    USoundBase* Sound,
    const UWorld* World,
    const FVector& Location,
    const FSoundAttenuationSettings...,
    float MaxDistance,
    float FocusFactor
)

Checks if the given sound would be audible.

Public function Virtual

void

 

StartEnvelopeFollowing

(
    USoundSubmix* InSubmix
)

This is called by a USoundSubmix to start envelope following on a submix isntance on this device.

Public function Virtual

void

 

StartRecording

(
    USoundSubmix* InSubmix,
    float ExpectedRecordingDuration
)

This is called by a USoundSubmix to start recording a submix instance on this device.

Protected function

void

 

StartSources

(
    TArray< FWaveInstance* >& Wav...,
    int32 FirstActiveIndex,
    bool bGameTicking
)

Start and/or update any sources that have a high enough priority to play

Public function Virtual

void

 

StartSpectrumAnalysis

(
    USoundSubmix* InSubmix,
    const Audio::FSpectrumAnalyzerSetti...
)

Public function

void

 

StopActiveSound

(
    FActiveSound* ActiveSound
)

Stops the active sound

Public function

void

 

StopActiveSound

(
    uint64 AudioComponentID
)

Removes the active sound for the specified audio component

Public function Virtual

void

 

StopAllSounds

(
    bool bShouldStopUISounds
)

Stops all game sounds (and possibly UI) sounds

Public function Virtual

void

 

StopEnvelopeFollowing

(
    USoundSubmix* InSubmix
)

This is called by a USoundSubmix when we stop envelope following a submix instance on this device.

Public function Virtual

Audio::Align...

 

StopRecording

(
    USoundSubmix* InSubmix,
    float& OutNumChannels,
    float& OutSampleRate
)

This is called by a USoundSubmix when we stop recording a submix on this device.

Public function

void

 

StopSoundsUsingResource

(
    USoundWave* SoundWave,
    TArray< UAudioComponent* >...
)

Stop any playing sounds that are using a particular SoundWave

Protected function

void

 

StopSources

(
    TArray< FWaveInstance* >& Wav...,
    int32 FirstActiveIndex
)

Stop sources that need to be stopped, and touch the ones that need to be kept alive Stop sounds that are too low in priority to be played

Public function

void

 

StopSourcesUsingBuffer

(
    FSoundBuffer* SoundBuffer
)

Stops any sound sources which are using the given buffer.

Public function Virtual

void

 

StopSpectrumAnalysis

(
    USoundSubmix* InSubmix
)

Public function Virtual Const

bool

 

SupportsRealtimeDecompression()

Whether this device supports realtime decompression of sound waves (i.e. DTYPE_RealTime)

Public function

void

 

Suspend

(
    bool bGameTicking
)

Suspend/resume all sounds (global pause for device suspend/resume, etc.)

Public function Virtual

void

 

SuspendContext()

Suspend any context related objects

Public function

void

 

Teardown()

Tears down the audio device

Public function Virtual

void

 

TeardownHardware()

Shuts down any platform specific hardware/APIs

Public function

void

 

UnregisterPluginListener

(
    const TAudioPluginListenerPtr Plugi...
)

Unregisters a third party listener-observer to this audio device.

Public function

void

 

UnregisterSoundClass

(
    USoundClass* SoundClass
)

Unregisters a sound class

Public function Virtual

void

 

UnregisterSoundSubmix

(
    USoundSubmix* SoundSubmix
)

Unregisters the sound submix

Public function Virtual

void

 

UnregisterSubmixBufferListener

(
    ISubmixBufferListener* InSubmi...,
    USoundSubmix* SoundSubmix
)

Unregisters the submix buffer listener with the given submix.

Public function

void

 

Update

(
    bool bGameTicking
)

The audio system's main "Tick" function

Public function

void

 

UpdateActiveSoundPlaybackTime

(
    bool bIsTimeTicking
)

Update the active sound playback time. This is done here to do after all audio is updated.

Public function Virtual

void

 

UpdateAudioClock()

Update the audio clock to be based off the update delta time

Public function

void

 

UpdateAudioVolumeProxy

(
    const FAudioVolumeProxy& Proxy
)

Public function Virtual

void

 

UpdateDeviceDeltaTime()

Sets the update delta time for the audio frame

Public function

void *

 

UpdateEffect

(
    FSoundSource* Source
)

Platform dependent call to update the sound output with new parameters The audio system's main "Tick" function

Public function Virtual

void

 

UpdateGameThread()

Update called on game thread.

Public function Virtual

void

 

UpdateHardware()

Lets the platform any tick actions

Public function Virtual

void

 

UpdateHardwareTiming()

Updates timing information for hardware.

Public function

void

 

UpdateRequestedStat

(
    const uint8 InRequestedStat
)

Public function

void

 

UpdateSoundShowFlags

(
    const uint8 OldSoundShowFlags,
    const uint8 NewSoundShowFlags
)

Public function Virtual

void

 

UpdateSourceEffectChain

(
    const uint32 SourceEffectChainId,
    const TArray< FSourceEffectChainEnt...,
    const bool bPlayEffectChainTails
)

Updates the source effect chain. Only implemented in audio mixer.

Public function Virtual

bool

 

ValidateAPICall

(
    const TCHAR* Function,
    uint32 ErrorCode
)

Check for errors and output a human readable string

Public function Const

bool

 

VirtualSoundsEnabled()

Whether or not virtual sounds are enabled,

Overridden from FExec

Name Description

Public function Virtual

bool

 

Exec

(
    UWorld* InWorld,
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Exec handler

Classes

Deprecated Functions

Name Description

Public function Static

UAudioCompon...

 

CreateComponent

(
    USoundBase* Sound,
    UWorld* World,
    AActor* Actor,
    bool bPlay,
    bool bStopWhenOwnerDestroyed,
    const FVector* Location,
    USoundAttenuation* Attenuation...,
    USoundConcurrency* Concurrency...
)

Use CreateComponent that passes a parameters block instead

Public function Const

const TMap< ...

 

GetSoundClassPropertyMap()

Direct access of SoundClasses is no longer allowed. Instead you should use the SoundMixClassOverride system

References

Module

Engine

Header

Runtime/Engine/Public/AudioDevice.h

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