FSoundBuffer

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Audio.h

Include

#include "Audio.h"

Syntax

class FSoundBuffer

Variables

Name Description

Public variable

FAudioDevice &#...

 

AudioDevice

Parent Audio Device used when creating the sound buffer.

Public variable

bool

 

bAllocationInPermanentPool

Whether memory for this buffer has been allocated from permanent pool.

Public variable

int32

 

NumChannels

Cumulative channels from all streams

Public variable

int32

 

ResourceID

Unique ID that ties this buffer to a USoundWave

Public variable

FString

 

ResourceName

Human readable name of resource, most likely name of UObject associated during caching.

Constructors

Name Description

Public function

FSoundBuffer

(
    FAudioDevice* InAudioDevice
)

Destructors

Name Description

Public function Virtual

~FSoundBuffer()

Functions

Name Description

Public function Virtual

FString

 

Describe

(
    bool bUseLongName
)

Describe the buffer (platform can override to add to the description, but should call the base class version)

Public function Virtual

void

 

EnsureRealtimeTaskCompletion()

Forces any pending async realtime source tasks to finish for the buffer

Public function

FString

 

GetChannelsDesc()

Turn the number of channels into a string description

Public function Virtual Const

int32

 

GetCurrentChunkIndex()

Gets the chunk index that was last read from (for Streaming Manager requests)

Public function Virtual Const

int32

 

GetCurrentChunkOffset()

Gets the offset into the chunk that was last read to (for Streaming Manager priority)

Public function Virtual

int32

 

GetSize()

Public function

FName

 

GetSoundClassName()

Return the name of the sound class for this buffer

Public function Virtual

bool

 

IsRealTimeSourceReady()

Returns whether or not a real-time decoding buffer is ready for playback

Public function Virtual

bool

 

ReadCompressedData

(
    uint8* Destination,
    int32 NumFramesToDecode,
    bool bLooping
)

Reads the next compressed data chunk

Public function Virtual

bool

 

ReadCompressedInfo

(
    USoundWave* SoundWave
)

Reads the compressed info of the given sound wave. Not implemented on all platforms.

Public function Virtual

void

 

Seek

(
    const float SeekTime
)

Seeks the buffer to the given seek time

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