className: FAudioProxyMutatorSearchResult

description: FAudioProxyMutatorSearchResult- Results from a audio proxy mutator search (see below).

code: struct FAudioProxyMutatorSearchResult

InteriorSettings

type: FInteriorSettin...

ReverbSettings

type: FReverbSettings


description: Set a new interior settings target.

module: AudioGameplayVolume

code: void Apply ( const [FInteriorSettings](API\Runtime\Engine\Sound\FInteriorSettings) & NewSettings )


code: float GetExteriorLPF() const


code: float GetExteriorLPFInterp() const


code: float GetExteriorVolumeInterp() const


code: float GetExteriorVolume() const


code: float GetInteriorLPF() const


code: float GetInteriorLPFInterp() const


code: double GetInteriorStartTime() const


code: float GetInteriorVolumeInterp() const


code: float GetInteriorVolume() const


description: Interpolates between the source and end.

code: float Interpolate ( double CurrentTime, double EndTime ) const


code: bool IsWorldSettings() const


code: void SetInteriorStartTime ( double InTime )


description: Updates the current state of the interior settings.

code: void UpdateInteriorValues()


className: FInterpolatedInteriorSettings

description: FInterpolatedInteriorSettings

code: class FInterpolatedInteriorSettings

ExteriorEndTime

type: double

ExteriorLPFInterp

type: float


code: FInterpolatedInteriorSettings()


className: FOnAudioGameplayVolumeProxyStateChange


code: virtual void Apply ( [FInteriorSettings](API\Runtime\Engine\Sound\FInteriorSettings) & InteriorSettings ) const


code: virtual void Apply ( [FAudioProxyActiveSoundParams](API\Plugins\AudioGameplayVolume\FAudioProxyActiveSoundParams) & Params ) const


className: MutatorAttenuationName

code: static constexpr const TCHAR MutatorAttenuationName = TEXT("Attenuation");


code: virtual ~FProxyMutator_Attenuation()


className: MutatorFilterName

code: static constexpr const TCHAR MutatorFilterName = TEXT("Filter");


code: virtual ~FProxyMutator_Filter()


description: FProxyMutator_Filter- An audio thread representation of occlusion settings (volume filter)

code: class FProxyMutator_Filter : public [FProxyVolumeMutator](API\Plugins\AudioGameplayVolume\FProxyVolumeMutator)


description: FProxyMutator_Attenuation- An audio thread representation of occlusion settings (volume attenuation)

code: class FProxyMutator_Attenuation : public [FProxyVolumeMutator](API\Plugins\AudioGameplayVolume\FProxyVolumeMutator)


code: virtual void Apply ( [FAudioGameplayVolumeListener](API\Plugins\AudioGameplayVolume\FAudioGameplayVolumeListener) & Listener ) const


className: MutatorReverbName

code: static constexpr const TCHAR MutatorReverbName = TEXT("Reverb");


code: virtual void Remove ( [FAudioGameplayVolumeListener](API\Plugins\AudioGameplayVolume\FAudioGameplayVolumeListener) & Listener ) const


code: virtual ~FProxyMutator_Reverb()


description: FProxyMutator_Reverb- An audio thread representation of the reverb volume component

code: class FProxyMutator_Reverb : public [FProxyVolumeMutator](API\Plugins\AudioGameplayVolume\FProxyVolumeMutator)


className: MutatorSubmixOverrideName

code: static constexpr const TCHAR MutatorSubmixOverrideName = TEXT("SubmixOverride");


code: virtual ~FProxyMutator_SubmixOverride()


description: FProxyMutator_SubmixOverride- An audio thread representation of Submix Overrides

code: class FProxyMutator_SubmixOverride : public [FProxyVolumeMutator](API\Plugins\AudioGameplayVolume\FProxyVolumeMutator)

SubmixOverrideSettings

type: TArray<FAudioV...


className: MutatorSubmixSendName

code: static constexpr const TCHAR MutatorSubmixSendName = TEXT("SubmixSend");


code: virtual ~FProxyMutator_SubmixSend()


description: FProxyMutator_SubmixSend- An audio thread representation of Submix Sends

code: class FProxyMutator_SubmixSend : public [FProxyVolumeMutator](API\Plugins\AudioGameplayVolume\FProxyVolumeMutator)


code: virtual void Apply ( [FInteriorSettings](API\Runtime\Engine\Sound\FInteriorSettings) & InteriorSettings ) const


code: virtual void Apply ( [FAudioProxyActiveSoundParams](API\Plugins\AudioGameplayVolume\FAudioProxyActiveSoundParams) & Params ) const


code: virtual bool CheckPriority ( const [FAudioProxyMutatorPriorities](API\Plugins\AudioGameplayVolume\FAudioProxyMutatorPriorities) & Priorities ) const


code: bool HasPayloadType ( [PayloadFlags](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) InType ) const


className: MutatorBaseName

code: static constexpr const TCHAR MutatorBaseName = TEXT("MutatorBase");


code: virtual void Remove ( [FAudioProxyActiveSoundParams](API\Plugins\AudioGameplayVolume\FAudioProxyActiveSoundParams) & Params ) const


code: virtual void UpdatePriority ( [FAudioProxyMutatorPriorities](API\Plugins\AudioGameplayVolume\FAudioProxyMutatorPriorities) & Priorities ) const


code: FProxyVolumeMutator()


code: virtual ~FProxyVolumeMutator()


className: FProxyVolumeMutator

description: FProxyVolumeMutator- An audio thread representation of the payload for an AudioGameplayVolumeComponent.

code: class FProxyVolumeMutator : public [TSharedFromThis< FProxyVolumeMutator >](API\Runtime\Core\Templates\TSharedFromThis)

MutatorName

type: FName

PayloadType

type: PayloadFlags


code: virtual bool ContainsPosition ( const FVector & Position ) const


code: UAGVConditionProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual void InitFromComponent ( const [UAudioGameplayVolumeComponent](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeComponent) * Component )


code: virtual ~UAGVConditionProxy()


className: UAGVConditionProxy

description: UAGVConditionProxy- Proxy for use with theUAudioGameplayConditioninterface

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="AGV Condition Proxy")) class UAGVConditionProxy : public [UAudioGameplayVolumeProxy](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeProxy)

WeakObject

type: TWeakObjectPtr<...


description: Returns false if we can skip the physics body query, which can be expensive

code: bool NeedsPhysicsQuery ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimitiveComponent, const FVector & Position ) const


code: UAGVPrimitiveComponentProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAGVPrimitiveComponentProxy

description: UAGVPrimitiveComponentProxy- Proxy based on a volume's primitive component

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="AGV Primitive Proxy")) class UAGVPrimitiveComponentProxy : public [UAudioGameplayVolumeProxy](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeProxy)


code: virtual ~UAGVPrimitiveComponentProxy()


code: float GetExteriorTime() const


code: float GetExteriorVolume() const


code: float GetInteriorTime() const


code: float GetInteriorVolume() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AudioGameplay") void SetExteriorVolume ( float Volume, float InterpolateTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AudioGameplay") void SetInteriorVolume ( float Volume, float InterpolateTime )


code: UAttenuationVolumeComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: void AddProxy() const


code: virtual ~UAttenuationVolumeComponent()


className: UAttenuationVolumeComponent

description: UAttenuationVolumeComponent- Audio Gameplay Volume component for occlusion settings (volume attenuation)

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Game, ClassGroup=("AudioGameplayVolume"), Meta=(BlueprintSpawnableComponent, DisplayName="Attenuation")) class UAttenuationVolumeComponent : public [UAudioGameplayVolumeMutator](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeMutator)


code: virtual void Enable()


description: Called when the proxy is 'entered' - This is when the proxy goes from zero listeners to at least one.

code: void EnterProxy() const


description: Called when the proxy is 'exited' - This is when the proxy goes from at least one listeners to zero.

code: void ExitProxy() const


code: [UAudioGameplayVolumeComponent](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeComponent) final ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Called by a component on same actor to notify our proxy may need updating

code: void OnComponentDataChanged()


code: [UAudioGameplayVolumeSubsystem](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeSubsystem) * GetSubsystem() const


code: [UAudioGameplayVolumeProxy](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeProxy) * GetProxy() const


code: virtual void Disable()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void RemoveProxy() const


code: void SetProxy ( [UAudioGameplayVolumeProxy](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeProxy) * NewProxy )


code: void UpdateProxy() const


className: UAudioGameplayVolumeComponent

description: UAudioGameplayVolumeComponent- Component used to drive interaction with AudioGameplayVolumeSubsystem. NOTE: Do not inherit from this class, useUAudioGameplayVolumeComponentBaseorUAudioGameplayVolumeMutatorto create extendable functionality

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, ClassGroup=("AudioGameplay"), Meta=(BlueprintSpawnableComponent, IsBlueprintBase=false, DisplayName="Volume Proxy")) class UAudioGameplayVolumeComponent : public [UAudioGameplayComponent](API\Plugins\AudioGameplay\UAudioGameplayComponent)

OnProxyEnter

type: FOnAudioGamepla...

description: Blueprint event for proxy enter

OnProxyExit

description: Blueprint event for proxy exit

Proxy

type: TObjectPtr<UAu...

description: A representation of this volume for the audio thread.


code: UAudioGameplayVolumeComponentBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAudioGameplayVolumeComponentBase

description: UAudioGameplayVolumeComponentBase- Blueprintable component used to craft custom functionality with AudioGameplayVolumes. NOTE: Inherit from this class to get easy access to OnListenerEnter and OnListenerExit Blueprint Events

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, ClassGroup=("AudioGameplay"), HideCategories=(Tags, Collision), Meta=(BlueprintSpawnableComponent)) class UAudioGameplayVolumeComponentBase : public [UAudioGameplayComponent](API\Plugins\AudioGameplay\UAudioGameplayComponent), public [IAudioGameplayVolumeInteraction](API\Plugins\AudioGameplay\Interfaces\IAudioGameplayVolumeInteraction)


description: Override in child classes to copy additional data needed to mutators

code: virtual void CopyAudioDataToMutator ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FProxyVolumeMutator](API\Plugins\AudioGameplayVolume\FProxyVolumeMutator) > & Mutator ) const


description: Create and fill the appropriate proxy mutator for this component

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FProxyVolumeMutator](API\Plugins\AudioGameplayVolume\FProxyVolumeMutator) > CreateMutator() const


code: virtual void Enable()


code: int32 GetPriority() const


description: Create this component's type of mutator

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FProxyVolumeMutator](API\Plugins\AudioGameplayVolume\FProxyVolumeMutator) > FactoryMutator() const


description: Notify our parent volume our proxy may need updating

code: void NotifyDataChanged() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AudioGameplay") void SetPriority ( int32 InPriority )


code: UAudioGameplayVolumeMutator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual ~UAudioGameplayVolumeMutator()


className: UAudioGameplayVolumeMutator

description: UAudioGameplayVolumeMutator- These components are used for more complex interactions with AudioGameplayVolumes. Currently, components inheriting this base can affect interior settings as well as active sounds or the audio listener(s) inside the volume. See also: FilterVolumeComponent, AttenuationVolumeComponent, SubmixSendComponent, SubmixOverrideVolumeComponent, and ReverbVolumeComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, HideDropDown, Meta=(IsBlueprintBase=false)) class UAudioGameplayVolumeMutator : public [UAudioGameplayComponent](API\Plugins\AudioGameplay\UAudioGameplayComponent)

Priority

description: The priority of this component. In the case of overlapping volumes or multiple affecting components, the highest priority is chosen.


code: void AddPayloadType ( [PayloadFlags](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) InType )


code: virtual bool ContainsPosition ( const FVector & Position ) const


code: void FindMutatorPriority ( [FAudioProxyMutatorPriorities](API\Plugins\AudioGameplayVolume\FAudioProxyMutatorPriorities) & Priorities ) const


code: void GatherMutators ( const [FAudioProxyMutatorPriorities](API\Plugins\AudioGameplayVolume\FAudioProxyMutatorPriorities) & Priorities, [FAudioProxyMutatorSearchResult](API\Plugins\AudioGameplayVolume\FAudioProxyMutatorSearchResult) & OutResult ) const


code: uint32 GetVolumeID() const


code: uint32 GetWorldID() const


code: bool HasPayloadType ( [PayloadFlags](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) InType ) const


code: virtual void InitFromComponent ( const [UAudioGameplayVolumeComponent](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeComponent) * Component )


code: UAudioGameplayVolumeProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual ~UAudioGameplayVolumeProxy()


className: UAudioGameplayVolumeProxy

description: UAudioGameplayVolumeProxy- Abstract proxy used on audio thread to represent audio gameplay volumes.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, EditInlineNew, HideDropDown) class UAudioGameplayVolumeProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ProxyVolumeMutators

type: ProxyMutatorLis...


description: (Audio Thread Only) Add, Update, Remove ProxyVolumes

code: bool AddProxy ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UAudioGameplayVolumeProxy](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeProxy) > WeakProxy )


description: Add a volume to the system

code: void AddVolumeComponent ( const [UAudioGameplayVolumeComponent](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeComponent) * VolumeComponent )


description: Applies interior data previously collected to the active sound and parse parameters. NOTE! Called on the AudioThread

code: virtual void ApplyInteriorSettings ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Returns true if we allow volumes from the world's type

code: bool DoesSupportWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) const


description: Gathers interior data that can affect the active sound. Non-const as this step can be used to track state about the sound on the implementing object NOTE! Called on the AudioThread

code: virtual void GatherInteriorData ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams )


description: Returns true if a listener associated with WorldID is inside the volume (by ID)

code: bool IsAnyListenerInVolume ( uint32 WorldID, uint32 VolumeID ) const


description: Called when the active sound is being removed from the audio engine NOTE! Called on the AudioThread

code: virtual void OnNotifyPendingDelete ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound )


code: bool RemoveProxy ( uint32 AudioGameplayVolumeID )


description: Remove a volume from the system

code: void RemoveVolumeComponent ( const [UAudioGameplayVolumeComponent](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeComponent) * VolumeComponent )


description: Note: This function is called on the CDO prior to instances being created!

code: virtual bool ShouldCreateSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) const


description: Override to get an update call during AudioDevice::Update Note: This call will happen on the audio thread

code: virtual void Update()


description: Update the components driven by proxies on the game thread

code: void UpdateComponentsFromProxyInfo ( const [FAudioGameplayProxyUpdateResult](API\Plugins\AudioGameplayVolume\FAudioGameplayProxyUpdateResult) & ProxyResults ) const


description: Update our representation of audio listeners on the audio thread

code: void UpdateFromListeners()


description: Update an existing volume in the system

code: void UpdateVolumeComponent ( const [UAudioGameplayVolumeComponent](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeComponent) * VolumeComponent )


code: bool UpdateProxy ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UAudioGameplayVolumeProxy](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeProxy) > WeakProxy )


className: UAudioGameplayVolumeSubsystem

description: UAudioGameplayVolumeSubsystem

ActiveSoundData

type: TMap< uint32,F...

description: A collection of data about currently playing active sounds, indexed by the sound's unique ID.

AGVComponents

type: TMap< uint32,T...

description: Components in our system.

AGVListeners

type: TArray<FAudioG...

description: Audio thread representation of Listeners.

bHasStaleProxy

type: bool

description: Force an enter / exit of a volume to handle data changing while a proxy is active.

NextUpdateDeltaTime

description: Time when next update happens relative to last update.

PreviousProxyCount

description: The number of proxy volumes from the previous update.

ProxyVolumes

type: TArray<TWeakOb...

description: Audio thread representation of Volumes.

TimeSinceUpdate

description: Time since last update call, in seconds.

WorldProxyLists

description: A collection of listener & volume intersection data, by worldID.


code: float GetExteriorLPFTime() const


code: float GetExteriorLPF() const


code: float GetInteriorLPF() const


code: float GetInteriorLPFTime() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AudioGameplay") void SetExteriorLPF ( float Volume, float InterpolateTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AudioGameplay") void SetInteriorLPF ( float Volume, float InterpolateTime )


code: UFilterVolumeComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual ~UFilterVolumeComponent()


className: UFilterVolumeComponent

description: UFilterVolumeComponent- Audio Gameplay Volume component for occlusion settings (volume filter)

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Game, ClassGroup=("AudioGameplayVolume"), Meta=(BlueprintSpawnableComponent, DisplayName="Filter")) class UFilterVolumeComponent : public [UAudioGameplayVolumeMutator](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeMutator)


code: const [FReverbSettings](API\Runtime\Engine\Sound\FReverbSettings) & GetReverbSettings() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AudioGameplay") void SetReverbSettings ( const [FReverbSettings](API\Runtime\Engine\Sound\FReverbSettings) & NewReverbSettings )


code: UReverbVolumeComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual ~UReverbVolumeComponent()


className: UReverbVolumeComponent

description: UReverbVolumeComponent- Audio Gameplay Volume component for reverb settings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Game, ClassGroup=("AudioGameplayVolume"), Meta=(BlueprintSpawnableComponent, DisplayName="Reverb")) class UReverbVolumeComponent : public [UAudioGameplayVolumeMutator](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeMutator)


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioVolumeSubmixOverrideSettings](API\Runtime\Engine\Sound\FAudioVolumeSubmixOverrideSettin-) > & GetSubmixOverrideSettings() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AudioGameplay") void SetSubmixOverrideSettings ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioVolumeSubmixOverrideSettings](API\Runtime\Engine\Sound\FAudioVolumeSubmixOverrideSettin-) > & NewSubmixOverrideSettings )


code: USubmixOverrideVolumeComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USubmixOverrideVolumeComponent

description: USubmixOverrideVolumeComponent- Audio Gameplay Volume component for submix effect chain overrides

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Game, ClassGroup=("AudioGameplayVolume"), Meta=(BlueprintSpawnableComponent, DisplayName="Submix Override")) class USubmixOverrideVolumeComponent : public [UAudioGameplayVolumeMutator](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeMutator)


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioVolumeSubmixSendSettings](API\Runtime\Engine\Sound\FAudioVolumeSubmixSendSettings) > & GetSubmixSendSettings() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AudioGameplay") void SetSubmixSendSettings ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioVolumeSubmixSendSettings](API\Runtime\Engine\Sound\FAudioVolumeSubmixSendSettings) > & NewSubmixSendSettings )


code: USubmixSendVolumeComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual ~USubmixSendVolumeComponent()


className: USubmixSendVolumeComponent

description: USubmixSendVolumeComponent- Audio Gameplay Volume component for submix sends

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Game, ClassGroup=("AudioGameplayVolume"), Meta=(BlueprintSpawnableComponent, DisplayName="Submix Send")) class USubmixSendVolumeComponent : public [UAudioGameplayVolumeMutator](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeMutator)


module: AudioGameplayVolumeEditor

code: void HandleCustomPropertyLayouts ( bool bRegisterLayouts )


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FAudioGameplayVolumeEditorModule

code: class FAudioGameplayVolumeEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


module: AudioModulation

code: void ActivateBus ( const [USoundControlBus](API\Plugins\AudioModulation\USoundControlBus) & InBus )


code: void ActivateBusMix ( const [USoundControlBusMix](API\Plugins\AudioModulation\USoundControlBusMix) & InBusMix )


code: void ClearGlobalBusMixValue ( const [USoundControlBus](API\Plugins\AudioModulation\USoundControlBus) & InBus, float InFadeTime )


code: void ActivateGenerator ( const [USoundModulationGenerator](API\Plugins\AudioModulation\USoundModulationGenerator) & InGenerator )


code: void ClearAllGlobalBusMixValues ( float InFadeTime )


code: void DeactivateAllBusMixes()


code: void DeactivateBus ( const [USoundControlBus](API\Plugins\AudioModulation\USoundControlBus) & InBus )


code: void DeactivateBusMix ( const [USoundControlBusMix](API\Plugins\AudioModulation\USoundControlBusMix) & InBusMix )


code: void DeactivateGenerator ( const [USoundModulationGenerator](API\Plugins\AudioModulation\USoundModulationGenerator) & InGenerator )


description: Get the modulator value from the AudioRender Thread.

code: virtual bool GetModulatorValue ( const [Audio::FModulatorHandle](API\Runtime\AudioExtensions\FModulatorHandle) & ModulatorHandle, float & OutValue ) const


code: float GetModulatorValueThreadSafe ( uint32 ModulationID )


description: Get the modulator value from any thread.

code: virtual bool GetModulatorValueThreadSafe ( const [Audio::FModulatorHandle](API\Runtime\AudioExtensions\FModulatorHandle) & ModulatorHandle, float & OutValue ) const


code: FAudioModulationSystem & GetSystem()


description: Initialize the modulation plugin with the same rate and number of sources

code: virtual void Initialize ( const [FAudioPluginInitializationParams](API\Runtime\AudioExtensions\FAudioPluginInitializationParams) & InitializationParams )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FSoundControlBusMixStage](API\Plugins\AudioModulation\FSoundControlBusMixStage) > LoadMixFromProfile ( const int32 InProfileIndex, [USoundControlBusMix](API\Plugins\AudioModulation\USoundControlBusMix) & OutBusMix )


code: virtual void OnAuditionEnd()


description: Request to post help from active plugin (non-shipping builds only)

code: virtual bool OnPostHelp ( [FCommonViewportClient](API\Runtime\Engine\FCommonViewportClient) * ViewportClient, const TCHAR * Stream )


description: Render stats pertaining to modulation (non-shipping builds only)

code: virtual int32 OnRenderStat ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y, const [UFont](API\Runtime\Engine\Engine\UFont) & Font, const FVector * ViewLocation, const FRotator * ViewRotation )


description: Toggle showing render stats pertaining to modulation (non-shipping builds only)

code: virtual bool OnToggleStat ( [FCommonViewportClient](API\Runtime\Engine\FCommonViewportClient) * ViewportClient, const TCHAR * Stream )


code: virtual void RegisterModulator ( [Audio::FModulatorHandleId](API\Runtime\AudioExtensions\FModulatorHandleId) InHandleId, [Audio::FModulatorId](API\Runtime\AudioExtensions\FModulatorId) InModulatorId )


code: void SaveMixToProfile ( const [USoundControlBusMix](API\Plugins\AudioModulation\USoundControlBusMix) & InBusMix, const int32 InProfileIndex )


code: virtual void SetDebugGeneratorFilter ( const [FString](API\Runtime\Core\Containers\FString) * InFilter )


code: virtual void SetDebugBusFilter ( const [FString](API\Runtime\Core\Containers\FString) * InFilter )


code: virtual void SetDebugGeneratorsEnabled ( bool bInIsEnabled )


code: virtual void SetDebugGeneratorTypeFilter ( const [FString](API\Runtime\Core\Containers\FString) * InFilter, bool bInIsEnabled )


code: virtual void SetDebugMatrixEnabled ( bool bInIsEnabled )


description: Processes all modulators Run on the audio render thread prior to processing audio

code: virtual void ProcessModulators ( const double InElapsed )


code: virtual void SetDebugMixFilter ( const [FString](API\Runtime\Core\Containers\FString) * InFilter )


code: void SetGlobalBusMixValue ( [USoundControlBus](API\Plugins\AudioModulation\USoundControlBus) & InBus, float InValue, float InFadeTime )


code: void SoloBusMix ( const [USoundControlBusMix](API\Plugins\AudioModulation\USoundControlBusMix) & InBusMix )


code: void UpdateMix ( const [USoundControlBusMix](API\Plugins\AudioModulation\USoundControlBusMix) & InMix, float InFadeTime )


code: virtual void UnregisterModulator ( const [Audio::FModulatorHandle](API\Runtime\AudioExtensions\FModulatorHandle) & InHandle )


code: void UpdateMix ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSoundControlBusMixStage](API\Plugins\AudioModulation\FSoundControlBusMixStage) > & InStages, [USoundControlBusMix](API\Plugins\AudioModulation\USoundControlBusMix) & InOutMix, bool bInUpdateObject, float InFadeTime )


code: void UpdateMixByFilter ( const [FString](API\Runtime\Core\Containers\FString) & InAddressFilter, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USoundModulationParameter](API\Plugins\AudioModulation\USoundModulationParameter) > & InParamClassFilter, [USoundModulationParameter](API\Plugins\AudioModulation\USoundModulationParameter) * InParamFilter, float Value, float FadeTime, [USoundControlBusMix](API\Plugins\AudioModulation\USoundControlBusMix) & InOutMix, bool bInUpdateObject )


description: Updates modulator definition on the AudioRender Thread with that provided by theUObjectrepresentation

code: virtual void UpdateModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) & InModulator )


code: FAudioModulationManager()


code: virtual ~FAudioModulationManager()


className: FAudioModulationManager

code: class FAudioModulationManager : public [IAudioModulationManager](API\Runtime\AudioExtensions\IAudioModulationManager)


code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FAudioModulationModule

code: class FAudioModulationModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: virtual TAudioModulationPtr CreateNewModulationPlugin ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * OwningDevice )


className: FAudioModulationPluginFactory

code: class FAudioModulationPluginFactory : public [IAudioModulationFactory](API\Runtime\AudioExtensions\IAudioModulationFactory)


code: virtual const [FName](API\Runtime\Core\UObject\FName) & GetDisplayName() const


className: FGeneratorPtr

code: typedef [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IGenerator](API\Plugins\AudioModulation\IGenerator) > FGeneratorPtr


code: FSoundControlBusMixStage()


code: FSoundControlBusMixStage ( [USoundControlBus](API\Plugins\AudioModulation\USoundControlBus) * InBus, const float TargetValue )


className: FSoundControlBusMixStage

Bus

type: TObjectPtr<USo...

description: Bus controlled by the mix stage.

Value

type: FSoundModulatio...

description: Value mix is set to.


code: const [USoundControlBus](API\Plugins\AudioModulation\USoundControlBus) * GetBus() const


code: const [USoundControlBus](API\Plugins\AudioModulation\USoundControlBus) & GetBusChecked() const


code: FSoundControlModulationInput()


className: FSoundControlModulationInput

bSampleAndHold

type: uint8:  1

description: Get the modulated input value on parent patch initialization and hold that value for its lifetime

Bus

description: The input bus

Transform

description: Transform to apply to the input prior to mix phase


className: FSoundControlModulationPatch

bBypass

description: Whether or not patch is bypassed (patch is still active, but always returns output parameter default value when modulated)

Inputs

type: TArray<FSoundC...

description: Modulation inputs


className: EActiveFade

code: enum EActiveFade { Attack, Release, Override, }


description: Current value lerping toward target

code: float GetCurrentValue() const


code: void SetActiveFade ( [EActiveFade](API\Plugins\AudioModulation\FSoundModulationMixValue\EActiveFade) InActiveFade, float InFadeTime )


code: void Update ( double Elapsed )


description: Set current value (for resetting value state only as circumvents lerp, and may result in discontinuity).

code: void SetCurrentValue ( float InValue )


code: FSoundModulationMixValue()


code: FSoundModulationMixValue ( float InValue, float InAttackTime, float InReleaseTime )


className: FSoundModulationMixValue

AttackTime

type: float

description: Time it takes (in sec) to interpolate from the parameter's default value to the mix value.

ReleaseTime

description: Time it takes (in sec) to interpolate from the current mix value to the parameter's default value.

TargetUnitValue

description: Target value of the modulator (in units if provided).

TargetValue

description: Target value of the modulator.


className: FSoundModulationParameterSettings

UnitDisplayName

type: FText

description: (Optional) Text name of parameter's unit

ValueNormalized

description: Default value of modulator (unitless)

ValueUnit

description: Default value of the modulator.


code: FSoundModulationPluginParameterAssetProxy ( [USoundModulationParameter](API\Plugins\AudioModulation\USoundModulationParameter) * InParameter )


code: FSoundModulationPluginParameterAssetProxy ( const [FSoundModulationPluginParameterAssetProxy](API\Plugins\AudioModulation\FSoundModulationPluginParameterA-) & InProxy )


code: class FSoundModulationPluginParameterAssetProxy : public [FSoundModulationParameterAssetProxy](API\Runtime\AudioExtensions\FSoundModulationParameterAssetPr-)


className: FSoundModulationTransform


className: ESoundModulationLFOShape

code: enum ESoundModulationLFOShape { Sine, UpSaw, DownSaw, Square, Triangle, Exponential, RandomSampleHold, COUNT, }


className: FEnvelopeFollowerGeneratorParams

AttackTime

description: Attack time of envelope response (in sec)

AudioBus

description: AudioBus to follow amplitude of and generate modulation control signal from.

bBypass

description: If true, bypasses generator from being modulated by parameters, patches, or mixed (remains active and computed).

bInvert

description: If true, inverts output

Gain

description: Gain to apply to amplitude signal.

ReleaseTime

description: Release time of envelope response (in sec)


className: FSoundModulationADEnvelopeParams

AttackCurve

description: The exponential curve factor of the attack.

AttackTime

description: Attack time of the envelope (seconds).

bBypass

description: If true, bypasses envelope bus from being modulated by parameters, patches, or mixed (Envelope remains active and computed).

bLooping

description: Whether or not to loop the envelope.

DecayCurve

description: The exponential curve factor of the decay.

DecayTime

description: Decay time of the envelope (seconds).


className: FSoundModulationLFOParams

Amplitude

description: Amplitude of oscillator

bBypass

description: If true, bypasses LFO bus from being modulated by parameters, patches, or mixed (LFO remains active and computed).

bLooping

description: Whether or not to loop the oscillation more than once

ExponentialFactor

description: Factor increasing/decreasing curvature of exponential LFO shape.

Frequency

description: Frequency of oscillator

Offset

description: Amplitude offset of oscillator

Phase

description: Unit phase offset of oscillator

Shape

type: ESoundModulatio...

description: Shape of oscillating waveform

Width

description: Pulse width of square LFO shape.


description: Create and return pointer to new instance of generator to be processed on the AudioRenderThread.

code: virtual [AudioModulation::FGeneratorPtr](API\Plugins\AudioModulation\FGeneratorPtr) CreateInstance() const


className: USoundModulationGeneratorADEnvelope

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideCategories=Object, EditInlineNew, MinimalAPI) class USoundModulationGeneratorADEnvelope : public [USoundModulationGenerator](API\Plugins\AudioModulation\USoundModulationGenerator)


className: USoundModulationGeneratorLFO

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideCategories=Object, EditInlineNew, MinimalAPI) class USoundModulationGeneratorLFO : public [USoundModulationGenerator](API\Plugins\AudioModulation\USoundModulationGenerator)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object, BlueprintType, EditInlineNew, Meta=(DisplayName="Envelope Follower Generator")) class USoundModulationGeneratorEnvelopeFollower : public [USoundModulationGenerator](API\Plugins\AudioModulation\USoundModulationGenerator)

Params

type: FEnvelopeFollow...


code: void AudioRenderThreadCommand ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> && InCommand )


description: Clone the generator.


code: void GetDebugCategories ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutDebugCategories ) const


description: Required for instance look-up in factory registration.

code: const [FString](API\Runtime\Core\Containers\FString) & GetDebugName() const


code: void GetDebugValues ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutDebugValues ) const


description: (Optional) Initializer step where the generator is provided the associated parent AudioDevice's Id.

code: virtual void Init ( [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) InDeviceId )


description: Returns current value of the generator.

code: float GetValue() const


description: Returns whether or not the generator is bypassed.

code: bool IsBypassed() const


description: Updates the generators value at the audio block rate on the modulation processing thread.

code: void Update ( double InElapsed )


description: Pumps commands from Audio Thread to the generator's modulation processing thread.

code: void PumpCommands()


description: Allows child generator class to override default copy/update behavior when receiving an updated generator call from the audio thread. Useful for ignoring updates while a generator is running or deferring the transition to the new generator state to the modulation processing thread. This enables interpolating between existing and new generator state, properties, avoiding discontinuities, etc.

code: void UpdateGenerator ( [FGeneratorPtr](API\Plugins\AudioModulation\FGeneratorPtr) && InGenerator )


className: IGenerator

code: class IGenerator


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


className: UAudioModulationSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=AudioModulation, defaultconfig, Meta=(DisplayName="Audio Modulation")) class UAudioModulationSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

Parameters

type: TArray<FSoftOb...

description: Array of Modulation Parameters that are loaded on plugin startup.


code: void RegisterParameters() const


description: Returns world associated with provided context object

code: static [UWorld](API\Runtime\Engine\Engine\UWorld) * GetAudioWorld ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns modulation implementation associated with the provided world

code: static [AudioModulation::FAudioModulationManager](API\Plugins\AudioModulation\FAudioModulationManager) * GetModulation ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: UAudioModulationStatics ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAudioModulationStatics

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAudioModulationStatics : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)

AdvancedDisplay

description: Creates a modulation bus with the provided default value.

WorldContext

description: Manually activates a modulation bus.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Modulation|Style") static const [FColor](API\Runtime\Core\Math\FColor) GetControlBusColor()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Modulation|Style") static const [FColor](API\Runtime\Core\Math\FColor) GetControlBusMixColor()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Modulation|Style") static const [FColor](API\Runtime\Core\Math\FColor) GetModulationGeneratorColor()


code: static const [FColor](API\Runtime\Core\Math\FColor) GetParameterColor()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Modulation|Style") static const [FColor](API\Runtime\Core\Math\FColor) GetPatchColor()


className: UAudioModulationStyle

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAudioModulationStyle : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Audio::IProxyData](API\Runtime\AudioExtensions\IProxyData) > CreateProxyData ( const [Audio::FProxyDataInitParams](API\Runtime\AudioExtensions\FProxyDataInitParams) & InitParams )


code: float GetDefaultNormalizedValue() const


description: USoundModulatorBaseImplementation

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Audio::IModulatorSettings](API\Runtime\AudioExtensions\IModulatorSettings) > CreateProxySettings() const


code: virtual const [Audio::FModulationParameter](API\Runtime\AudioExtensions\FModulationParameter) & GetOutputParameter() const


code: const [Audio::FModulationMixFunction](API\Runtime\AudioExtensions\FModulationMixFunction) GetMixFunction() const


description: UObjectImplementation

code: virtual void PostDuplicate ( [EDuplicateMode::Type](API\Runtime\CoreUObject\UObject\EDuplicateMode__Type) DuplicateMode )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Called at the end ofRename(), but only if the rename was actually carried out

code: virtual void PostRename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldOuter, const [FName](API\Runtime\Core\UObject\FName) OldName )


code: USoundControlBus ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundControlBus

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideCategories=Object, EditInlineNew, MinimalAPI) class USoundControlBus : public [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase)

Address

type: FString

description: Address to use when applying mix changes.

bBypass

description: If true, bypasses control bus from being modulated by parameters, patches, or mixed (control bus remains active and computed).

bOverrideAddress

description: If true, Address field is used in place of object name for address used when applying mix changes using filtering.

Generators

type: TArray<TObject...


description: Activates this mix in all active worlds.


description: Deactivates this mix in all active worlds.


description: Deactivates all mixes in all active worlds.


description: Loads the mix from the provided profile index.


code: virtual void OnPropertyChanged ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) ChangeType )


code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


description: Saves the mix to the provided profile index.


description: Solos this mix, deactivating all others and activating this (if its not already active), while testing in-editor in all active worlds

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category=Mix, Meta=(CallInEditor="true")) void SoloMix()


code: USoundControlBusMix ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundControlBusMix

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, AutoExpandCategories=(Stage, Mix), EditInlineNew, BlueprintType, MinimalAPI) class USoundControlBusMix : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

MixStages

description: Array of stages controlled by mix.


code: virtual void BeginDestroy()


description: Create and return pointer to new instance of generator to be processed on the AudioRenderThread.

code: virtual [AudioModulation::FGeneratorPtr](API\Plugins\AudioModulation\FGeneratorPtr) CreateInstance() const


description: USoundModulatorBaseImplementation

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Audio::IProxyData](API\Runtime\AudioExtensions\IProxyData) > CreateProxyData ( const [Audio::FProxyDataInitParams](API\Runtime\AudioExtensions\FProxyDataInitParams) & InitParams )


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Audio::IModulatorSettings](API\Runtime\AudioExtensions\IModulatorSettings) > CreateProxySettings() const


className: USoundModulationGenerator

description: Base class for modulators that algorithmically generate values that can effect various endpoints (ex. Control Buses & Parameter Destinations)

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object, Abstract) class USoundModulationGenerator : public [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase)


description: Converts normalized, unitless value [0.0f, 1.0f] to unit value.

code: virtual float ConvertNormalizedToUnit ( float InNormalizedValue ) const


description: Converts unit value to unitless, normalized value [0.0f, 1.0f].

code: virtual float ConvertUnitToNormalized ( float InUnitValue ) const


description: Function used to convert unit value to normalized, unitless value


description: Function used to mix modulator units together

code: virtual [Audio::FModulationMixFunction](API\Runtime\AudioExtensions\FModulationMixFunction) GetMixFunction() const


description: Function used to convert normalized, unitless value to unit value


description: Returns default unit value (works with and without editor loaded)

code: virtual float GetUnitDefault() const


code: virtual float GetUnitMax() const


code: virtual float GetUnitMin() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void RefreshNormalizedValue()


description: Whether or not the parameter requires a unit conversion.

code: virtual bool RequiresUnitConversion() const


className: USoundModulationParameter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class USoundModulationParameter : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IAudioProxyDataFactory](API\Runtime\AudioExtensions\IAudioProxyDataFactory)


code: static [Audio::FModulationParameter](API\Runtime\AudioExtensions\FModulationParameter) CreateDefaultParameter ( float UnitRange )


code: USoundModulationParameterBipolar ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundModulationParameterBipolar

description: Modulation Parameter that scales normalized, unitless value to bipolar range. Mixes multiplicatively.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, MinimalAPI) class USoundModulationParameterBipolar : public [USoundModulationParameter](API\Plugins\AudioModulation\USoundModulationParameter)

UnitRange

description: Unit range of modulator. Range is only enforced at modulation destination.


description: Modulation Parameter that scales normalized, unitless value to logarithmic frequency unit space with standard filter min and max frequency set.


className: USoundModulationParameterFrequency

description: Modulation Parameter that scales normalized, unitless value to logarithmic frequency unit space with provided minimum and maximum.

UnitMax

description: Unit maximum of modulator. Maximum is only enforced at modulation destination.

UnitMin

description: Unit minimum of modulator. Minimum is only enforced at modulation destination.


className: USoundModulationParameterFrequencyBase

description: Modulation Parameter that scales normalized, unitless value to logarithmic frequency unit space.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, MinimalAPI, Abstract) class USoundModulationParameterFrequencyBase : public [USoundModulationParameter](API\Plugins\AudioModulation\USoundModulationParameter)


code: USoundModulationParameterHPFFrequency ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundModulationParameterHPFFrequency

description: Modulation Parameter that scales normalized, unitless value to logarithmic frequency unit space with standard filter min and max frequency set. Mixes by taking the maximum (i.e. aggressive) filter frequency of all active modulators.


className: USoundModulationParameterLPFFrequency

description: Modulation Parameter that scales normalized, unitless value to logarithmic frequency unit space with standard filter min and max frequency set. Mixes by taking the minimum (i.e. aggressive) filter frequency of all active modulators.


className: USoundModulationParameterScaled

description: Linearly scaled value between unit minimum and maximum.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, MinimalAPI) class USoundModulationParameterScaled : public [USoundModulationParameter](API\Plugins\AudioModulation\USoundModulationParameter)


code: static [Audio::FModulationParameter](API\Runtime\AudioExtensions\FModulationParameter) CreateDefaultParameter ( float MinUnitVolume )


className: USoundModulationParameterVolume

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, MinimalAPI) class USoundModulationParameterVolume : public [USoundModulationParameter](API\Plugins\AudioModulation\USoundModulationParameter)

MinVolume

description: Minimum volume of parameter. Only enforced at modulation destination.


description: USoundModulatorBaseImplementation

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Audio::IProxyData](API\Runtime\AudioExtensions\IProxyData) > CreateProxyData ( const [Audio::FProxyDataInitParams](API\Runtime\AudioExtensions\FProxyDataInitParams) & InitParams )


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Audio::IModulatorSettings](API\Runtime\AudioExtensions\IModulatorSettings) > CreateProxySettings() const


code: virtual const [Audio::FModulationParameter](API\Runtime\AudioExtensions\FModulationParameter) & GetOutputParameter() const


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


code: USoundModulationPatch ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundModulationPatch

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, EditInlineNew, BlueprintType) class USoundModulationPatch : public [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase)

PatchSettings

type: FSoundControlMo...


module: AudioModulationEditor

code: USoundModulationClassTemplate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundModulationClassTemplate


code: USoundModulationGeneratorClassTemplate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USoundModulationGeneratorClassTemplate


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


module: AudioMotorSim

code: namespace AudioMotorSim { float AudioMotorSim::CmsToKmh ( const float InSpeed ) }


code: namespace AudioMotorSim { float AudioMotorSim::KmhToCms ( const float InSpeed ) }


className: FAudioMotorSimInputContext

description: Collection of properties to be filled out by the vehicle in order to update the motor sim

bCanShift

description: Whether the motor can freely shift gears

bClutchEngaged

description: When true, signals that the gears are temporarily disconnected from the motor

bDriving

description: Whether a player can drive the vehicle right now

bGrounded

description: Whether the vehicle is firmly on the ground

Boost

description: Normalized input representing additional thrust beyond normal driving behaviors

Brake

description: Normalized input representing the player wanting to slow down [0, 1]

DeltaTime

description: Time in Seonds.

ForwardSpeed

description: Current speed of the vehicle relative to its forward direction.

MotorFrictionModifier

description: Scaling to apply to any behaviors that model internal motor friction

SideSpeed

description: Absolute value of the speed of the vehicle relative to its right direction

Speed

description: Current speed of the vehicle in any direction.

SurfaceFrictionModifier

description: Scaling to apply to any behaviors that model surface friction

Throttle

description: Normalized input representing the player wanting to accelerate [-1, 1]

UpSpeed

description: Current speed of the vehicle along the z-axis.


className: FAudioMotorSimRuntimeContext

description: Properties that represent the current state of the motor sim, and persist between updates

bShifting

description: True while the motor is performing a gear shift

Gear

description: Which gear the motor is in, if it uses gears

Pitch

description: Pitch to set on the output component

Rpm

description: Normalized RPM [0-1] of the motor

Volume

description: Volume to set on the output component


className: FMotorSimEntry

Sim

type: TScriptInterfac...


description: Use to reset any state that might be desired. Will be called automatically if the entire MotorSim is Reset, or call it manually.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AudioMotorSim") virtual void Reset()


code: void Update ( [FAudioMotorSimInputContext](API\Plugins\AudioMotorSim\FAudioMotorSimInputContext) & Input, [FAudioMotorSimRuntimeContext](API\Plugins\AudioMotorSim\FAudioMotorSimRuntimeContext) & RuntimeInfo )


className: IAudioMotorSim

code: class IAudioMotorSim


className: IAudioMotorSimOutput

code: class IAudioMotorSimOutput


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=MotorModel) void AddMotorAudioComponent ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAudioMotorSimOutput](API\Plugins\AudioMotorSim\IAudioMotorSimOutput) > InComponent )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=MotorModel) void AddMotorSimComponent ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAudioMotorSim](API\Plugins\AudioMotorSim\IAudioMotorSim) > InComponent, const int32 SortOrder )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=State) int32 GetGear() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=State) float GetRpm() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=MotorModel) void RemoveMotorAudioComponent ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAudioMotorSimOutput](API\Plugins\AudioMotorSim\IAudioMotorSimOutput) > InComponent )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=MotorModel) virtual void Reset()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=MotorModel) void RemoveMotorSimComponent ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAudioMotorSim](API\Plugins\AudioMotorSim\IAudioMotorSim) > InComponent )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=MotorModel) virtual void StartOutput()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=MotorModel) virtual void StopOutput()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=MotorModel) virtual void Update ( [FAudioMotorSimInputContext](API\Plugins\AudioMotorSim\FAudioMotorSimInputContext) Input )


className: UAudioMotorModelComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=AudioMotorSim, Blueprintable, Meta=(BlueprintSpawnableComponent)) class UAudioMotorModelComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

AudioComponents

type: TArray<TScript...

SimComponents

type: TArray<FMotorS...


code: UAudioMotorSim ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAudioMotorSim

code: class UAudioMotorSim : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Called when something Resets this component.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, BlueprintCallable, Category="AudioMotorSim", DisplayName="OnReset") void BP_Reset()


description:
Called every tick that this component is being updated. Use "Set Members in Struct" to update values for future components in the chain. The return value does nothing.
Vestigial, does nothing.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="AudioMotorSim", DisplayName="OnUpdate") bool BP_Update ( [FAudioMotorSimInputContext](API\Plugins\AudioMotorSim\FAudioMotorSimInputContext) & Input, [FAudioMotorSimRuntimeContext](API\Plugins\AudioMotorSim\FAudioMotorSimRuntimeContext) & RuntimeInfo )


code: virtual void GetCachedData ( [FAudioMotorSimInputContext](API\Plugins\AudioMotorSim\FAudioMotorSimInputContext) & OutInput, [FAudioMotorSimRuntimeContext](API\Plugins\AudioMotorSim\FAudioMotorSimRuntimeContext) & OutRuntimeInfo )


code: virtual void Reset()


code: virtual void Update ( [FAudioMotorSimInputContext](API\Plugins\AudioMotorSim\FAudioMotorSimInputContext) & Input, [FAudioMotorSimRuntimeContext](API\Plugins\AudioMotorSim\FAudioMotorSimRuntimeContext) & RuntimeInfo )


code: UAudioMotorSimComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAudioMotorSimComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, Category="AudioMotorSim", Meta=(BlueprintSpawnableComponent)) class UAudioMotorSimComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent), public [IAudioMotorSim](API\Plugins\AudioMotorSim\IAudioMotorSim)

CachedInput

type: FAudioMotorSimI...

description: Input data after running this component.

CachedRuntimeInfo

type: FAudioMotorSimR...

description: Runtime info after running this component


code: UAudioMotorSimOutput ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAudioMotorSimOutput

code: class UAudioMotorSimOutput : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: FMotorSimGearCurve

module: AudioMotorSimStandardComponents

RpmCurve

type: FRuntimeFloatCu...

description: Normalized curve, 0-1, of the output RPM from the last gear's top speed to this one's

SpeedTopThreshold

description: Speed at which the next gear starts.


className: FOnEngineBlowoff

code: class FOnEngineBlowoff


className: FOnGearChanged

code: class FOnGearChanged


className: FOnGearChangedEvent

code: class FOnGearChangedEvent


className: FOnRevLimiterHit

code: class FOnRevLimiterHit


className: FOnRevLimiterStateChanged

code: class FOnRevLimiterStateChanged


className: FOnThrottleChanged

code: class FOnThrottleChanged


className: UBoostMotorSimComponent

description: Uses Boost input to momentarily scale throttle input and pitch output

bModifyPitch

type: bool

description: Whether scale the overall pitch by the boost strength

BoostToPitchCurve

description: Curve to derive final pitch value (in playback speed) from boost strength.

InterpExp

description: Controls shape of the scaling

InterpTime

description: How fast the torque scales when starting to boost.

PitchModifierInterpSpeed

description: Speed at which pitch approaches its target value.

ThrottleScale

description: Scale the engine torque by this value when boost is active.


className: UMotorPhysicsSimComponent

description: Uses throttle input to run a physics simulation to drive RPM and shift gears when needed.

EngineFriction

description: How much of the torque is loss due to engine friction.

GearRatios

type: TArray< float >

GroundFriction

description: Coefficient of Rolling Resistance.

InfiniteGearRatio

description: How much to scale gear ratio per gear past the max gear

OnGearChangedEvent

type: FOnGearChanged


className: UResistanceMotorSimComponent

description: Applys additional surface friction based on the angle of the vehicle's velocity

MinSpeed

type: float

description: Minimum speed to apply this extra resistance.

SideSpeedFrictionCurve

description: Additional friction to add based on lateral speed.

UpSpeedMaxFriction

description: How much to increase surface friction when driving straight up. Scales linearly based on driving angle.


className: UReverseMotorSimComponent

description: Scales engine friction when reversing

ReverseEngineResistanceModifier

description: How much to scale engine friction by when reversing.


description: Use to reset any state that might be desired. Will be called automatically if the entire MotorSim is Reset, or call it manually.


className: URevLimiterMotorSimComponent

description: Temporarily cuts throttle and reduces RPM when drifting or in the air.

OnRevLimiterHit

type: FOnRevLimiterHi...

OnRevLimiterStateChanged

type: FOnRevLimiterSt...


className: URpmCurveMotorSimComponent

description: Derives Gear and RPM directly from speed using hand drawn curves and gear thresholds.

OnDownShift

type: FOnGearChangedE...


className: UThrottleStateMotorSimComponent

description: Provides events for when the throttle changes state.

OnEngineBlowoff

type: FOnEngineBlowof...

description: Fires when the throttle is released, keeping track of how long the throttle was held for.

OnThrottleEngaged

type: FOnThrottleChan...


className: UVelocitySyncMotorSimComponent

description: Sets Rpm directly from speed using a curve, if under a speed threshold or if the throttle is released for a period of time

SpeedThreshold

description: Speed below which gears will be ignored, and RPM will sync directly to velocity.


className: EConstantQFFTSizeEnum

description: Enumeration of available FFT sizes in audio frames.

module: AudioSynesthesia

code: enum EConstantQFFTSizeEnum { Min, XXSmall, XSmall, Small, Medium, Large, XLarge, XXLarge, Max, }


className: EConstantQNormalizationEnum

description: Enumeration of available normalization schemes for ConstantQ frequency domain windows.

code: enum EConstantQNormalizationEnum { EqualEuclideanNorm, EqualEnergy, EqualAmplitude, }


className: ELoudnessCurveTypeEnum

description: Enumeration of available equal loudness curves. Loudness curves based on IEC 61672-1:2013 Electroacoustics - Sound level meters - Part 1: Specifications.

code: enum ELoudnessCurveTypeEnum { A, B, C, D, None, }


className: ELoudnessNRTCurveTypeEnum

code: enum ELoudnessNRTCurveTypeEnum { A, B, C, D, None, }


className: EMeterPeakType

code: enum EMeterPeakType { MeanSquared, RootMeanSquared, Peak, Count, }


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FAudioSynesthesiaModule

code: class FAudioSynesthesiaModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: FLoudnessResults

description: The results of the loudness analyis.

Loudness

description: The raw loudness value in dB.

NormalizedLoudness

description: The normalized loudness.

PerceptualEnergy

description: The normalized loudness.

TimeSeconds

description: The time in seconds since analysis began.


className: FMeterResults

description: The results of the meter analysis.

ClippingValue

description: The value (if non-zero) if clipping was detected above the clipping threshold.

MeterValue

description: The meter value.

NumSamplesClipping

description: The number of samples in the period which were above the clipping threshold. Will be 0 if no clipping was detected.

PeakValue

description: The peak value.

description: The time in seconds since analysis began of this meter analysis result.


className: FOnLatestOverallMeterResults

description: Delegate to receive only the most recent overall meter results.

code: class FOnLatestOverallMeterResults


className: FOnLatestOverallLoudnessResults

description: Delegate to receive only the most recent overall loudness result.

code: class FOnLatestOverallLoudnessResults


className: FOnLatestOverallMeterResultsNative

description: Shadow delegate declaration for above

code: typedef TMulticastDelegate_TwoParams< void, [UMeterAnalyzer](API\Plugins\AudioSynesthesia\UMeterAnalyzer) *, const [FMeterResults](API\Plugins\AudioSynesthesia\FMeterResults) & > FOnLatestOverallMeterResultsNative


className: FOnLatestPerChannelLoudnessResults

description: Delegate to receive only the most recent overall loudness result per channel.


className: FOnLatestPerChannelMeterResults

description: Delegate to receive only the most recent overall meter result per channel.

code: class FOnLatestPerChannelMeterResults


className: FOnLatestPerChannelMeterResultsNative

description: Shadow delegate declaration for above

code: typedef TMulticastDelegate_ThreeParams< void, [UMeterAnalyzer](API\Plugins\AudioSynesthesia\UMeterAnalyzer) *, int32, const [FMeterResults](API\Plugins\AudioSynesthesia\FMeterResults) & > FOnLatestPerChannelMeterResultsNative


className: FOnLatestSpectrumResults

description: Delegate to receive only the most recent overall spectrum result per channel. If bDownmixToMono setting is true, results will be in channel index 0.

code: class FOnLatestSpectrumResults


className: FOnLatestSpectrumResultsNative

description: Shadow delegate declaration for above

code: typedef TMulticastDelegate_ThreeParams< void, [USynesthesiaSpectrumAnalyzer](API\Plugins\AudioSynesthesia\USynesthesiaSpectrumAnalyzer) *, int32, const [FSynesthesiaSpectrumResults](API\Plugins\AudioSynesthesia\FSynesthesiaSpectrumResults) & > FOnLatestSpectrumResultsNative


className: FOnOverallLoudnessResults

description: Delegate to receive all overall loudness results (time-stamped in an array) since last delegate call.

code: class FOnOverallLoudnessResults


className: FOnOverallMeterResults

code: class FOnOverallMeterResults


className: FOnOverallMeterResultsNative

description: Shadow delegate declaration for above

code: typedef TMulticastDelegate_TwoParams< void, [UMeterAnalyzer](API\Plugins\AudioSynesthesia\UMeterAnalyzer) *, const [TArray](API\Runtime\Core\Containers\TArray)< [FMeterResults](API\Plugins\AudioSynesthesia\FMeterResults) > & > FOnOverallMeterResultsNative


className: FOnPerChannelLoudnessResults

description: Delegate to receive all loudness results per channel (time-stamped in an array) since last delegate call.

code: class FOnPerChannelLoudnessResults


className: FOnPerChannelMeterResults

description: Delegate to receive all meter results per channel (time-stamped in an array) since last delegate call.

code: class FOnPerChannelMeterResults


className: FOnPerChannelMeterResultsNative

description: Shadow delegate declaration for above

code: typedef TMulticastDelegate_ThreeParams< void, [UMeterAnalyzer](API\Plugins\AudioSynesthesia\UMeterAnalyzer) *, int32, const [TArray](API\Runtime\Core\Containers\TArray)< [FMeterResults](API\Plugins\AudioSynesthesia\FMeterResults) > & > FOnPerChannelMeterResultsNative


className: FOnSpectrumResults

description: Delegate to receive all spectrum results per channel (time-stamped in an array) since last delegate call. If bDownmixToMono setting is true, results will be in channel index 0.

code: class FOnSpectrumResults


className: FOnSpectrumResultsNative

description: Shadow delegate declaration for above

code: typedef TMulticastDelegate_ThreeParams< void, [USynesthesiaSpectrumAnalyzer](API\Plugins\AudioSynesthesia\USynesthesiaSpectrumAnalyzer) *, int32, const [TArray](API\Runtime\Core\Containers\TArray)< [FSynesthesiaSpectrumResults](API\Plugins\AudioSynesthesia\FSynesthesiaSpectrumResults) > & > FOnSpectrumResultsNative


className: FSynesthesiaSpectrumResults

description: The results of the spectrum analysis.

SpectrumValues

description: The spectrum values from the FFT.

TimeSeconds

description: The time in seconds since analysis began of this SynesthesiaSpectrumAnalysis analysis result.


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetAssetActionSubmenus() const


description: GetTypeColor()returns the color used to display asset icons within the editor.

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


className: UAudioSynesthesiaNRT

description: Defines asset actions for derived UAudioSynthesiaNRT subclasses.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable) class UAudioSynesthesiaNRT : public [UAudioAnalyzerNRT](API\Runtime\AudioAnalyzer\UAudioAnalyzerNRT)


className: UAudioSynesthesiaNRTSettings

description: Defines asset actions for derived UAudioSynthesiaNRTSettings subclasses.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable) class UAudioSynesthesiaNRTSettings : public [UAudioAnalyzerNRTSettings](API\Runtime\AudioAnalyzer\UAudioAnalyzerNRTSettings)


className: UAudioSynesthesiaSettings

description: Defines asset actions for derived UAudioSynthesiaSettings subclasses.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable) class UAudioSynesthesiaSettings : public [UAudioAnalyzerSettings](API\Runtime\AudioAnalyzer\UAudioAnalyzerSettings)


description: Return the name of the IAudioAnalyzerNRTFactory associated with thisUAudioAnalyzerNRT

code: virtual [FName](API\Runtime\Core\UObject\FName) GetAnalyzerNRTFactoryName() const


description: GetAssetActionName()returns theFTextdisplayed in the editor.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetActionName() const


description: Get a specific channel cqt of the analyzed sound at a given time.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio Analyzer") void GetChannelConstantQAtTime ( const float InSeconds, const int32 InChannel, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutConstantQ ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio Analyzer") void GetNormalizedChannelConstantQAtTime ( const float InSeconds, const int32 InChannel, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutConstantQ ) const


description: ConvertULoudnessNRTSettingsto FLoudnessNRTSettings

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Audio::IAnalyzerNRTSettings](API\Runtime\AudioAnalyzer\IAnalyzerNRTSettings) > GetSettings ( const float InSampleRate, const int32 InNumChannels ) const


description: GetSupportedClass()returns the class which should be associated with these asset actions.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


className: UConstantQNRT

description: UConstantQNRTcalculates the temporal evolution of constant q transform for a given sound. ConstantQ is available for individual channels or the overall sound asset.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UConstantQNRT : public [UAudioSynesthesiaNRT](API\Plugins\AudioSynesthesia\UAudioSynesthesiaNRT)

Settings

type: TObjectPtr<UCo...

description: The settings for the audio analyzer.


description: ConvertUConstantQNRTSettingsto FConstantQNRTSettings

code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Audio::IAnalyzerNRTSettings](API\Runtime\AudioAnalyzer\IAnalyzerNRTSettings) > GetSettings ( const float InSampleRate, const int32 InNumChannels ) const


className: UConstantQNRTSettings

description: Settings for aUConstantQNRTanalyzer.

AnalysisPeriod

description: Number of seconds between cqt measurements

BandWidthStretch

description: Stretching factor to control overlap of adjacent bands.

bDownmixToMono

description: If true, multichannel audio is downmixed to mono with equal amplitude scaling.

CQTNormalization

type: EConstantQNorma...

description: Normalization scheme used to generate band windows.

FFTSize

type: EConstantQFFTSi...

description: Size of FFT.

NoiseFloorDb

description: Noise floor to use when normalizing CQT

NumBands

description: Total number of resulting constant Q bands.

NumBandsPerOctave

description: Number of bands within an octave.

SpectrumType

type: EAudioSpectrumT...

description: Type of spectrum to use.

StartingFrequency

description: Starting frequency for first bin of CQT

WindowType

type: EFFTWindowType

description: Type of window to be applied to input audio


description: Broadcasts results to any delegates if hooked up.

code: virtual void BroadcastResults()


description: Return the name of the IAudioAnalyzerFactory associated with thisUAudioAnalyzer

code: virtual [FName](API\Runtime\Core\UObject\FName) GetAnalyzerFactoryName() const


description: ConvertULoudnessSettingsto FLoudnessSettings

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Audio::IAnalyzerSettings](API\Runtime\AudioAnalyzer\IAnalyzerSettings) > GetSettings ( const int32 InSampleRate, const int32 InNumChannels ) const


className: ULoudnessAnalyzer

description: ULoudnessAnalyzercalculates the temporal evolution of perceptual loudness for a given audio bus in real-time. Loudness is available for individual channels or the overall audio bus. Normalized loudness values convert the range to 0.0 to 1.0 where 0.0 is the noise floor and 1.0 is the maximum loudness of the particular sound.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class ULoudnessAnalyzer : public [UAudioAnalyzer](API\Runtime\AudioAnalyzer\UAudioAnalyzer)

OnLatestOverallLoudnessResults

type: FOnLatestOveral...

description: Delegate to receive the latest overall loudness results.

OnLatestPerChannelLoudnessResults

type: FOnLatestPerCha...

description: Delegate to receive the latest per-channel loudness results.

OnOverallLoudnessResults

type: FOnOverallLoudn...

description: Delegate to receive all overall loudness results since last delegate call.

OnPerChannelLoudnessResults

type: FOnPerChannelLo...

description: Delegate to receive all loudness results, per-channel, since last delegate call.

Settings

type: TObjectPtr<ULo...

description: The settings for the audio analyzer.


description: Get the overall loudness of the analyzed sound at a given time.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio Analyzer") void GetLoudnessAtTime ( const float InSeconds, float & OutLoudness ) const


description: Get a specific channel loudness of the analyzed sound at a given time.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio Analyzer") void GetChannelLoudnessAtTime ( const float InSeconds, const int32 InChannel, float & OutLoudness ) const


description: Get the normalized overall loudness of the analyzed sound at a given time. Normalized loudness is always between 0.0 to 1.0. 0.0 refers to the noise floor while 1.0 refers to the maximum loudness in the sound.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio Analyzer") void GetNormalizedLoudnessAtTime ( const float InSeconds, float & OutLoudness ) const


description: Get a specific channel normalized loudness of the analyzed sound at a given time. Normalized loudness is always between 0.0 to 1.0. 0.0 refers to the noise floor while 1.0 refers to the maximum loudness in the sound.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio Analyzer") void GetNormalizedChannelLoudnessAtTime ( const float InSeconds, const int32 InChannel, float & OutLoudness ) const


className: ULoudnessNRT

description: ULoudnessNRTcalculates the temporal evolution of perceptual loudness for a given sound. Loudness is available for individual channels or the overall sound asset. Normalized loudness values convert the range to 0.0 to 1.0 where 0.0 is the noise floor and 1.0 is the maximum loudness of the particular sound.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class ULoudnessNRT : public [UAudioSynesthesiaNRT](API\Plugins\AudioSynesthesia\UAudioSynesthesiaNRT)

description: The settings for the audio analyzer.


description: GetAssetActionName()returns theFTextdisplayed in the editor.


description: ConvertULoudnessNRTSettingsto FLoudnessNRTSettings


className: ULoudnessNRTSettings

description: Settings for aULoudnessNRTanalyzer.

AnalysisPeriod

description: Number of seconds between loudness measurements

CurveType

type: ELoudnessNRTCur...

description: Type of equal loudness curve used in calculations

MaximumFrequency

description: Maximum analysis frequency for calculating loudness.

MinimumFrequency

description: Minimum analysis frequency for calculating loudness.

NoiseFloorDb

description: DB level to denote silence. Used when calculating normalized loudness.


description: ConvertULoudnessSettingsto FLoudnessSettings

code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Audio::IAnalyzerSettings](API\Runtime\AudioAnalyzer\IAnalyzerSettings) > GetSettings ( const int32 InSampleRate, const int32 InNumChannels ) const


description: GetSupportedClass()returns the class which should be associated with these asset actions.


className: ULoudnessSettings

description: Settings for a ULoudness analyzer.

AnalysisPeriod

type: float

CurveType

type: ELoudnessCurveT...


description: ConvertUMeterSettingsto IAnalyzerSettings


className: UMeterAnalyzer

description: UMeterAnalyzercalculates the current amplitude of an audio bus in real-time.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UMeterAnalyzer : public [UAudioAnalyzer](API\Runtime\AudioAnalyzer\UAudioAnalyzer)

OnLatestOverallMeterResults

description: Delegate to receive the latest overall meter results.

OnLatestPerChannelMeterResults

description: Delegate to receive the latest per-channel meter results.

OnOverallMeterResults

type: FOnOverallMeter...

description: Delegate to receive all overall meter results since last delegate call.

OnPerChannelMeterResults

type: FOnPerChannelMe...

description: Delegate to receive all meter results, per-channel, since last delegate call.

Settings

type: TObjectPtr<UMe...

description: The settings for the meter audio analyzer.


className: UMeterSettings

description: Settings for aUMeterAnalyzer.

AnalysisPeriod

description: Number of seconds between meter measurements

ClippingThreshold

description: What volume threshold to throw clipping detection notifications.

MeterAttackTime

description: Meter attack time, in milliseconds

MeterReleaseTime

description: Meter release time, in milliseconds.

PeakHoldTime

description: Peak hold time, in milliseconds

PeakMode

type: EMeterPeakType

description: Meter envelope type type


description: Return the name of the IAudioAnalyzerNRTFactory associated with thisUAudioAnalyzerNRT

code: virtual [FName](API\Runtime\Core\UObject\FName) GetAnalyzerNRTFactoryName() const


description: Returns onsets which occured between start and end timestamps.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio Analyzer") void GetChannelOnsetsBetweenTimes ( const float InStartSeconds, const float InEndSeconds, const int32 InChannel, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutOnsetTimestamps, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutOnsetStrengths ) const


description: Get a specific channel cqt of the analyzed sound at a given time.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio Analyzer") void GetNormalizedChannelOnsetsBetweenTimes ( const float InStartSeconds, const float InEndSeconds, const int32 InChannel, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutOnsetTimestamps, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutOnsetStrengths ) const


description: ConvertULoudnessNRTSettingsto FLoudnessNRTSettings

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Audio::IAnalyzerNRTSettings](API\Runtime\AudioAnalyzer\IAnalyzerNRTSettings) > GetSettings ( const float InSampleRate, const int32 InNumChannels ) const


className: UOnsetNRT

description: UOnsetNRTcalculates the temporal evolution of constant q transform for a given sound. Onset is available for individual channels or the overall sound asset.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UOnsetNRT : public [UAudioSynesthesiaNRT](API\Plugins\AudioSynesthesia\UAudioSynesthesiaNRT)

Settings

type: TObjectPtr<UOn...

description: The settings for the audio analyzer.


description: ConvertUOnsetNRTSettingsto FOnsetNRTSettings

code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Audio::IAnalyzerNRTSettings](API\Runtime\AudioAnalyzer\IAnalyzerNRTSettings) > GetSettings ( const float InSampleRate, const int32 InNumChannels ) const


className: UOnsetNRTSettings

description: Settings for aUOnsetNRTanalyzer.

bDownmixToMono

type: bool

description: If true, multichannel audio is downmixed to mono with equal amplitude scaling.

GranularityInSeconds

description: Onset timestamp granularity onsets. Lower granularity takes longer to compute.

MaximumFrequency

description: Starting frequency for onset anlaysis.

MinimumFrequency

description: Starting frequency for onset anlaysis.

Sensitivity

description: Sensitivity of onset detector. Higher sensitivity will find more onsets.


description: ConvertUSynesthesiaSpectrumAnalysisSettingsto IAnalyzerSettings


code: USynesthesiaSpectrumAnalysisSettings()


className: USynesthesiaSpectrumAnalysisSettings

description: Settings for a USynesthesiaSpectrumAnalysisAnalyzer.

AnalysisPeriod

description: Number of seconds between SynesthesiaSpectrumAnalysis measurements

FFTSize

type: EFFTSize

description: Size of FFT.

SpectrumType

description: Type of spectrum to use.

WindowType

description: Type of window to use.


description: Broadcasts results to any delegates if hooked up.

code: virtual void BroadcastResults()


description: Return the name of the IAudioAnalyzerFactory associated with thisUAudioAnalyzer

code: virtual [FName](API\Runtime\Core\UObject\FName) GetAnalyzerFactoryName() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio Analyzer") void GetCenterFrequencies ( const float InSampleRate, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutCenterFrequencies )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio Analyzer") const int32 GetNumCenterFrequencies() const


code: USynesthesiaSpectrumAnalyzer()


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Audio::IAnalyzerSettings](API\Runtime\AudioAnalyzer\IAnalyzerSettings) > GetSettings ( const int32 InSampleRate, const int32 InNumChannels ) const


className: USynesthesiaSpectrumAnalyzer

description: USynesthesiaSpectrumAnalysisAnalyzer calculates the current amplitude of an audio bus in real-time.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class USynesthesiaSpectrumAnalyzer : public [UAudioAnalyzer](API\Runtime\AudioAnalyzer\UAudioAnalyzer)

OnLatestSpectrumResults

type: FOnLatestSpectr...

description: Delegate to receive the latest per-channel Spectrum results.

OnSpectrumResults

type: FOnSpectrumResu...

description: Delegate to receive all Spectrum results, per-channel, since last delegate call.

Settings

type: TObjectPtr<USy...

description: The settings for the SynesthesiaSpectrumAnalysis audio analyzer.


description: Denotes which magnitude scaling to apply to output

module: AudioSynesthesiaCore

code: namespace Audio { enum EConstantQScaling { Linear, Decibel, } }


description: Equal loudness curves from: ANSI Standards S1.4-1983 and S1.42-2001

code: namespace Audio { enum ELoudnessCurveType { A, B, C, D, None, } }


description: Plugin interface for Non Real-Time (NRT) Audio Analyzers.

code: namespace Audio { enum ESynesthesiaSpectrumType { MagnitudeSpectrum, PowerSpectrum, Decibel, } }


description: Generate equal loudness weight for magnitude spectrum using curve A

code: namespace Audio { float Audio::GetEqualLoudnessAWeigthForFrequency ( const float Freq ) }


description: Generate equal loudness weight for magnitude spectrum using curve B

code: namespace Audio { float Audio::GetEqualLoudnessBWeigthForFrequency ( const float Freq ) }


description: Generate equal loudness weight for magnitude spectrum using curve C

code: namespace Audio { float Audio::GetEqualLoudnessCWeigthForFrequency ( const float Freq ) }


description: Generate equal loudness weight for magnitude spectrum using curve D

code: namespace Audio { float Audio::GetEqualLoudnessDWeigthForFrequency ( const float Freq ) }


description: Generate equal loudness weight for magnitude spectrum using curve None

code: namespace Audio { float Audio::GetEqualLoudnessNoneWeigthForFrequency ( const float Freq ) }


description: OutLowerIndex is populated with the index of the last element in InArray with a Timestamp less than or equal to InTimestamp. On error, this is set to INDEX_NONE OutUpperIndex is populated with the index of the first element in InArray with a Timestamp greater than InTimestamp. On error, this is set to INDEX_NONE OutAlpha is a number between 0.f and 1.f which describes the blending between the lower and upper indices. 0.f refers OutLowerIndex and 1.f to OutUpperIndex.

code: namespace Audio { template<typename ElementType> void Audio::GetInterpolationParametersAtTimestamp ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const ElementType > InArray, float InTimestamp, int32 & OutLowerIndex, int32 & OutUpperIndex, float & OutAlpha ) }


description: Detect pitches in the audio. This can be called repeatedly with new audio.

code: virtual void DetectPitches ( const [FAlignedFloatBuffer](API\Runtime\SignalProcessing\DSP\FAlignedFloatBuffer) & InMonoAudio, [TArray](API\Runtime\Core\Containers\TArray)< [FPitchInfo](API\Plugins\AudioSynesthesiaCore\FPitchInfo) > & OutPitches )


description: Resets internal audio buffers. This pitch detector does not produce any more pitches on Finalize.

code: virtual void Finalize ( [TArray](API\Runtime\Core\Containers\TArray)< [FPitchInfo](API\Plugins\AudioSynesthesiaCore\FPitchInfo) > & OutPitches )


description: Create an auto correlation pitch detector with settings and a sample rate.

code: FAutoCorrelationPitchDetector ( const [FAutoCorrelationPitchDetectorSettings](API\Plugins\AudioSynesthesiaCore\FAutoCorrelationPitchDetectorSet-) & InSettings, float InSampleRate )


className: FAutoCorrelationPitchDetector

description: Pitch detector based on autocorrelation. Note that autocorrelation pitch detectors give more accurate frequency results for low frequencies, but have issues with octave errors. Generally, it will produce erroneous frequency observations in octavesbelowthe true pitch frequency.

code: class FAutoCorrelationPitchDetector : public [Audio::IPitchDetector](API\Plugins\AudioSynesthesiaCore\IPitchDetector)


className: FAutoCorrelationPitchDetectorSettings

description: Settings for creating an autocorrelation pitch detector.

AnalysisHopSeconds

description: Time (in seconds) between analysis windows.

MaximumFrequency

description: Maximum frequency of pitch result.

MinimumFrequency

description: Minimum frequency of pitch result.

Sensitivity

description: Sensitivity of peak detection.


description: InSamples is an array of input audio. It must be of lengthGetSettings().FFTSize. OutCQT will be populated with the constants q transform values. It will haveGetSettings().NumBands values.

code: void CalculateCQT ( const float * InSamples, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutCQT )


className: FConstantQAnalyzer

description: The Constant Q Analyzer computs a pseudo constant q transform of the input audio. ConstantQ transforms produce frequency strength at logarithmically spaced frequency intervals (as opposed to the linearly spaced intervals of the FFT). Logarithmically spaced frequency intervals map nicely to musical scales.

code: class FConstantQAnalyzer


description: InSettings contains the parameters used to configure the analyzer. InSampleRate is the sample rate of the input audio.

code: FConstantQAnalyzer ( const [FConstantQAnalyzerSettings](API\Plugins\AudioSynesthesiaCore\FConstantQAnalyzerSettings) & InSettings, const float InSampleRate )


code: FConstantQAnalyzerSettings()


className: FConstantQAnalyzerSettings

description: Settings for the Constant Q Analyzer.

code: struct FConstantQAnalyzerSettings : public [Audio::FPseudoConstantQKernelSettings](API\Runtime\SignalProcessing\DSP\FPseudoConstantQKernelSettings)

FFTSize

description: Size of FFT describe in number of samples

Scaling

type: EConstantQScali...

description: Type of scaling to use.

SpectrumType

type: ESpectrumType

description: Type of spectrum to use.

WindowType

type: EWindowType

description: Type of window to be applied to input audio


code: FConstantQFrame ( int32 InChannelIndex, float InTimestamp, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > InSpectrum )


className: FConstantQFrame

description: Contains Constant Q data relating to one audio window.

code: struct FConstantQFrame

Channel

description: Audio channel which produced the data.

Spectrum

type: TArray< float >

description: Output spectral data

Timestamp

description: Timestamp in seconds referring to the center of the audio window.


description: Name of this analyzer type.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetName() const


description: Human readable name of this analyzer.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetTitle() const


description: Returns a reference to the settings used in this analyzer

code: const [FConstantQAnalyzerSettings](API\Plugins\AudioSynesthesiaCore\FConstantQAnalyzerSettings) & GetSettings() const


description: Create a newFConstantQNRTResult.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IAnalyzerNRTResult](API\Runtime\AudioAnalyzer\IAnalyzerNRTResult) > NewResult() const


description: InSettings must be a pointer to FConstantQNRTSetting

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IAnalyzerNRTWorker](API\Runtime\AudioAnalyzer\IAnalyzerNRTWorker) > NewWorker ( const [FAnalyzerNRTParameters](API\Runtime\AudioAnalyzer\FAnalyzerNRTParameters) & InParams, const [IAnalyzerNRTSettings](API\Runtime\AudioAnalyzer\IAnalyzerNRTSettings) * InSettings ) const


className: FConstantQNRTFactory

description: Factory for creating FConstantQNRT workers and results

code: class FConstantQNRTFactory : public [Audio::IAnalyzerNRTFactory](API\Runtime\AudioAnalyzer\IAnalyzerNRTFactory)


description: Add a single frame of CQT data

code: void AddFrame ( int32 InChannelIndex, float InTimestamp, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > InSpectrum )


description: Returns true if this result contains data for the given channel index.

code: bool ContainsChannel ( int32 InChannelIndex ) const


description: Retrieve an array of channel indices which exist in this result.

code: void GetChannels ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutChannels ) const


description: Retrieve the difference between the maximum and minimum value in the spectrum.

code: [FFloatInterval](API\Runtime\Core\Math\FFloatInterval) GetChannelConstantQInterval ( int32 InChannelIdx ) const


description: Returns the duration of the analyzed audio in seconds

code: virtual float GetDurationInSeconds() const


description: Retrieve the array of frames for a single channel of audio.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FConstantQFrame](API\Plugins\AudioSynesthesiaCore\FConstantQFrame) > & GetFramesForChannel ( int32 InChannelIndex ) const


description: Returns true ifFConstantQFramearrays are sorted in chronologically ascending order via their timestamp.

code: bool IsSortedChronologically() const


description: Serialize or unserialize object

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Archive )


description: Sets the duration of the analyzed audio in seconds

code: void SetDurationInSeconds ( float InDuration )


description: Sorts FConstantQNRTFrame arrays in chronologically ascnding order via their timestamp.

code: void SortChronologically()


code: FConstantQNRTResult()


code: FConstantQNRTSettings()


className: FConstantQNRTResult

description: FConstantQNRTResultis a container for the output of theFConstantQNRTWorker.

code: class FConstantQNRTResult : public [Audio::IAnalyzerNRTResult](API\Runtime\AudioAnalyzer\IAnalyzerNRTResult)


className: FConstantQNRTSettings

description: Settings for the Constant Q Non-Real-Time Factory.

code: class FConstantQNRTSettings : public [Audio::IAnalyzerNRTSettings](API\Runtime\AudioAnalyzer\IAnalyzerNRTSettings), public [Audio::FConstantQAnalyzerSettings](API\Plugins\AudioSynesthesiaCore\FConstantQAnalyzerSettings)

AnalysisPeriod

description: Time, in seconds, between constant Q frames.

bDownmixToMono

description: If true, all channels are mixed together with equal power before analysis.


description: InAudio is an array view of audio. OutResult is a pointer to a validFConstantQNRTResult

code: virtual void Analyze ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > InAudio, [IAnalyzerNRTResult](API\Runtime\AudioAnalyzer\IAnalyzerNRTResult) * OutResult )


description: InParams are the parameters which describe characteristics of the input audio. InAnalyzerSettings are the settings which control various aspects of the algorithm.

code: FConstantQNRTWorker ( const [FAnalyzerNRTParameters](API\Runtime\AudioAnalyzer\FAnalyzerNRTParameters) & InParams, const [FConstantQNRTSettings](API\Plugins\AudioSynesthesiaCore\FConstantQNRTSettings) & InAnalyzerSettings )


description: Called when analysis of audio asset is complete.

code: virtual void Finalize ( [IAnalyzerNRTResult](API\Runtime\AudioAnalyzer\IAnalyzerNRTResult) * OutResult )


className: FConstantQNRTWorker

description: FConstantQNRTWorkercomputes aFConstantQNRTResultfrom audio samples.

code: class FConstantQNRTWorker : public [Audio::IAnalyzerNRTWorker](API\Runtime\AudioAnalyzer\IAnalyzerNRTWorker)


description: Detect pitches in the audio. This can be called repeatedly with new audio.

code: virtual void DetectPitches ( const [FAlignedFloatBuffer](API\Runtime\SignalProcessing\DSP\FAlignedFloatBuffer) & InMonoAudio, [TArray](API\Runtime\Core\Containers\TArray)< [FPitchInfo](API\Plugins\AudioSynesthesiaCore\FPitchInfo) > & OutPitches )