className: FDistanceDatum

code: struct FDistanceDatum

FadeInDistanceEnd

type: float

description: The distance at which this sound has faded in completely.

FadeInDistanceStart

description: The FadeInDistance at which to start hearing this sound.

FadeOutDistanceEnd

description: The distance at which this sound is no longer audible.

FadeOutDistanceStart

description: The distance at which this sound starts fading out.

Volume

description: The volume for which this Input should be played.


module: Engine

code: bool operator== ( const [FInteriorSettings](API\Runtime\Engine\Sound\FInteriorSettings) & Other ) const


code: bool operator!= ( const [FInteriorSettings](API\Runtime\Engine\Sound\FInteriorSettings) & Other ) const


code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FInteriorSettings

description: Struct encapsulating settings for interior areas.

code: struct FInteriorSettings

bIsWorldSettings

type: bool

description: Whether these interior settings are the default values for the world.

ExteriorLPF

description: The desired LPF frequency cutoff in hertz of sounds outside the volume when the player is inside the volume.

ExteriorLPFTime

description: The time over which to interpolate from the current LPF to the desired LPF of sounds outside the volume when the player enters the volume.

ExteriorTime

description: The time over which to interpolate from the current volume to the desired volume of sounds outside the volume when the player enters the volume.

ExteriorVolume

description: The desired volume of sounds outside the volume when the player is inside the volume.

InteriorLPF

description: The desired LPF frequency cutoff in hertz of sounds inside the volume when the player is outside the volume.

InteriorLPFTime

description: The time over which to interpolate from the current LPF to the desired LPF of sounds inside the volume when the player exits the volume.

InteriorTime

description: The time over which to interpolate from the current volume to the desired volume of sounds inside the volume when the player exits the volume.

InteriorVolume

description: The desired volume of sounds inside the volume when the player is outside the volume.


description: Returns buffer of interpolated modulation values. If not set to "IsBuffered" when initialized, returns an empty array.

code: const [FAlignedFloatBuffer](API\Runtime\SignalProcessing\DSP\FAlignedFloatBuffer) & GetBuffer() const


description: Returns whether or not the destination has requested to process the control or not.

code: bool GetHasProcessed() const


description: Returns sample value last reported by modulator. Returns value in unit space, unless 'ValueNormalized' option is set on initialization.

code: float GetValue() const


description: Initializes the modulation destination InDeviceId - DeviceId associated with modulation plugin instance bInIsBuffered - Whether or not to run destination in "buffered mode," which manages an internal buffer to smooth modulation value between process calls bInValueNormalized - Whether or not to keep the output value in normalized, unitless [0.0f, 1.0f] space

code: void Init ( [FDeviceId](API\Runtime\Engine\FDeviceId) InDeviceId, bool bInIsBuffered, bool bInValueNormalized )


description: Initializes the modulation destination InDeviceId - DeviceId associated with modulation plugin instance InParameterName - Name of parameter used to mix/convert destination value to/from unit space bInIsBuffered - Whether or not to run destination in "buffered mode," which manages an internal buffer to smooth modulation value between process calls bInValueNormalized - Whether or not to keep the output value in normalized, unitless [0.0f, 1.0f] space

code: void Init ( [FDeviceId](API\Runtime\Engine\FDeviceId) InDeviceId, [FName](API\Runtime\Core\UObject\FName) InParameterName, bool bInIsBuffered, bool bInValueNormalized )


description: Returns whether or not destination references an active modulator

code: bool IsActive()


code: [FModulationDestination](API\Runtime\Engine\Sound\FModulationDestination) & operator= ( const [FModulationDestination](API\Runtime\Engine\Sound\FModulationDestination) & InModulationDestination )


code: [FModulationDestination](API\Runtime\Engine\Sound\FModulationDestination) & operator= ( [FModulationDestination](API\Runtime\Engine\Sound\FModulationDestination) && InModulationDestination )


description: Updates internal value (or buffer if set to bIsBuffered) to current modulated result using the provided value as the base carrier value to modulate. Returns true if value was updated.

code: bool ProcessControl ( float InValueUnitBase, int32 InNumSamples )


description: Deprecated* Deprecated in favor of supporting multiple modulators per destination. Use 'UpdateModulators' instead.

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


code: void UpdateModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) >> & InModulators )


code: void UpdateModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & InModulators )


code: void UpdateModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & InModulators )


code: FModulationDestination ( const [FModulationDestination](API\Runtime\Engine\Sound\FModulationDestination) & InModulationDestination )


code: FModulationDestination ( [FModulationDestination](API\Runtime\Engine\Sound\FModulationDestination) && InModulationDestination )


className: FModulationDestination

code: struct FModulationDestination


code: float GetValue ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


className: FModulatorContinuousParams

code: struct FModulatorContinuousParams

Default

description: The default value to be used if the parameter is not found.

MaxInput

description: The maximum input value. Values will be clamped to the [MinInput, MaxInput] range.

MaxOutput

description: The maximum output value.

MinInput

description: The minimum input value. Values will be clamped to the [MinInput, MaxInput] range.

MinOutput

description: The minimum output value.

ParameterName

type: FName

description: The name of the sound instance parameter that specifies the current value.

ParamMode

type: TEnumAsByte< en...

description: The mode with which to treat the input value


className: FOnQuartzCommandEvent

code: class FOnQuartzCommandEvent


className: FOnQuartzCommandEventBP

code: class FOnQuartzCommandEventBP


className: FOnQuartzMetronomeEvent

description: Delegate Declarations.

code: class FOnQuartzMetronomeEvent


className: FOnQuartzMetronomeEventBP

code: class FOnQuartzMetronomeEventBP


className: FOnSubmixEnvelope

description: Called when a new submix envelope value is generated on the given audio device id (different for multiple PIE). Array is an envelope value for each channel.

code: class FOnSubmixEnvelope


className: FOnSubmixEnvelopeBP

code: class FOnSubmixEnvelopeBP


className: FOnSubmixRecordedFileDone

description: Called when a recorded file has finished writing to disk.

code: class FOnSubmixRecordedFileDone


className: FOnSubmixSpectralAnalysis

code: class FOnSubmixSpectralAnalysis


className: FOnSubmixSpectralAnalysisBP

code: class FOnSubmixSpectralAnalysisBP


code: FOwnerConcurrencyMapEntry ( FConcurrencyObjectID ConcurrencyObjectID, FConcurrencyGroupID GroupID )


className: FOwnerConcurrencyMapEntry

code: struct FOwnerConcurrencyMapEntry

ConcurrencyObjectToConcurrencyGroup

type: FConcurrencyMap


className: FParameterInterfacePtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FParameterInterface](API\Runtime\AudioExtensions\FParameterInterface), ESPMode::ThreadSafe > FParameterInterfacePtr


className: FPassiveSoundMixModifier

description: Structure containing information on a SoundMix to activate passively.

code: struct FPassiveSoundMixModifier

MaxVolumeThreshold

description: Maximum volume level required to activate SoundMix.

MinVolumeThreshold

description: Minimum volume level required to activate SoundMix.

SoundMix

type: TObjectPtr< cla...

description: The SoundMix to activate


code: void PushLatencyTrackerResult ( const double & InResult )


className: FQuartLatencyTracker

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

code: class FQuartLatencyTracker


className: FQuartzClockSettings

description: UStructversion of settings struct used to initialized a clock.

code: struct FQuartzClockSettings

bIgnoreLevelChange

description: Should the clock start Ticking

TimeSignature

type: FQuartzTimeSign...

description: Time Signature (defaults to 4/4)


code: double GetFramesPerDuration ( EQuartzCommandQuantization InDuration ) const


code: double GetFramesPerDuration ( EQuartzTimeSignatureQuantization InDuration ) const


code: double GetMillisecondsPerTick() const


code: bool IsSameTickRate ( const [FQuartzClockTickRate](API\Runtime\Engine\Sound\FQuartzClockTickRate) & Other, bool bAccountForDifferentSampleRates ) const


code: bool IsValid ( int32 InEventResolutionThreshold ) const


description: Getters.

code: double GetFramesPerTick() const


code: void SetBeatsPerMinute ( double InNewBeatsPerMinute )


description: Setters.

code: void SetFramesPerTick ( int32 InNewFramesPerTick )


code: void SetMillisecondsPerTick ( double InNewMillisecondsPerTick )


code: void SetSampleRate ( double InNewSampleRate )


code: void SetSecondsPerTick ( double InNewSecondsPerTick )


code: void SetThirtySecondNotesPerMinute ( double InNewThirtySecondNotesPerMinute )


description: Ctor

code: FQuartzClockTickRate()


className: FQuartzClockTickRate

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

code: struct FQuartzClockTickRate


code: double GetResultsMilliseconds() const


code: FQuartzCrossThreadMessage ( bool bAutoStartTimer )


className: FQuartzCrossThreadMessage

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

code: class FQuartzCrossThreadMessage : public [Audio::FQuartzLatencyTimer](API\Runtime\Engine\Sound\FQuartzLatencyTimer)


description: Positive: anticipatory amount, negative:

code: int32 FinalizeOffset ( const [FQuartzClockTickRate](API\Runtime\Engine\Sound\FQuartzClockTickRate) & TickRate )


code: int32 GetOffsetAsAudioFrames() const


description: Allow implicit casting to the underlying queue


description: Comparison

code: bool operator== ( const [FQuartzGameThreadSubscriber](API\Runtime\Engine\Sound\FQuartzGameThreadSubscriber) & Other ) const


description: Todo: templatize to match teh underlying TQUartzShareableCommandQueue notify

code: void PushEvent ( const [FQuartzQuantizedCommandDelegateData](API\Runtime\Engine\Sound\FQuartzQuantizedCommandDelegateD-) & Data )


code: void PushEvent ( const [FQuartzMetronomeDelegateData](API\Runtime\Engine\Sound\FQuartzMetronomeDelegateData) & Data )


code: void PushEvent ( const [FQuartzQueueCommandData](API\Runtime\Engine\Sound\FQuartzQueueCommandData) & Data )


description: Change offset

code: void SetOffset ( [FQuartzOffset](API\Runtime\Engine\Sound\FQuartzOffset) InOffset )


description: This is only for back-compat until metronomes support FQuartzGameThreadSubscribers instead of raw queue ptrs (for Metronome event offsets)

code: FQuartzGameThreadSubscriber ( const [FQuartzGameThreadCommandQueuePtr](API\Runtime\Engine\Sound\FQuartzGameThreadCommandQueuePtr) & InQueuePtr )


description: Copy ctor

code: FQuartzGameThreadSubscriber ( const [FQuartzGameThreadCommandQueuePtr](API\Runtime\Engine\Sound\FQuartzGameThreadCommandQueuePtr) & InQueuePtr, [FQuartzOffset](API\Runtime\Engine\Sound\FQuartzOffset) InOffset )


className: FQuartzGameThreadSubscriber

code: struct FQuartzGameThreadSubscriber


description: Get the current value of a running timer

code: double GetCurrentTimePassedMs()


description: Get the final time of a stopped timer

code: double GetResultsMilliseconds()


description: Returns true if the timer has completed (we can get the results)

code: bool HasTimerRun()


description: Returns true if the Timer was started (could be running or stopped)

code: bool HasTimerStarted()


description: Returns true if the timer has been run and stopped

code: bool HasTimerStopped()


description: Returns true if the timer is running

code: bool IsTimerRunning()


description: Reset the start time

code: void ResetTimer()


description: Record the start time

code: void StartTimer()


description: Stop the timer

code: void StopTimer()


description: Ctor

code: FQuartzLatencyTimer()


className: FQuartzLatencyTimer

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

code: class FQuartzLatencyTimer


className: FQuartzMetronomeDelegateData

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

code: struct FQuartzMetronomeDelegateData : public [Audio::FQuartzCrossThreadMessage](API\Runtime\Engine\Sound\FQuartzCrossThreadMessage)

Quantization

type: EQuartzCommandQ...


code: int32 GetOffsetInAudioFrames ( const [FQuartzClockTickRate](API\Runtime\Engine\Sound\FQuartzClockTickRate) & InTickRate )


code: bool IsSetAsMusicalDuration() const


code: bool operator== ( const [FQuartzOffset](API\Runtime\Engine\Sound\FQuartzOffset) & Other ) const


description: Offset get/set

code: void SetOffsetInMilliseconds ( double InMilliseconds )


code: void SetOffsetMusical ( EQuartzCommandQuantization Duration, double Multiplier )


description: Ctor

code: FQuartzOffset ( double InOffsetInMilliseconds )


code: FQuartzOffset ( EQuartzCommandQuantization InDuration, double InMultiplier )


className: FQuartzPulseOverrideStep

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

code: struct FQuartzPulseOverrideStep

NumberOfPulses

description: The number of pulses for this beat duration.

PulseDuration

description: This Beat duration.


description: Ctor

code: FQuartzQuantizationBoundary ( EQuartzCommandQuantization InQuantization, float InMultiplier, EQuarztQuantizationReference InReferencePoint, bool bInFireOnClockStart )


className: FQuartzQuantizationBoundary

description: Struct used to specify the quantization boundary of an event

code: struct FQuartzQuantizationBoundary

bCancelCommandIfClockIsNotRunning

description: If this is true, this command will be canceled if the Clock is stopped or otherwise not running.

bFireOnClockStart

description: If this is true and the Clock hasn't started yet, the event will fire immediately when the Clock starts.

bResetClockOnQueued

description: If this is true, queueing the sound will also call a Reset Clock command.

bResumeClockOnQueued

description: If this is true, queueing the sound will also call a Resume Clock command.

CountingReferencePoint

type: EQuarztQuantiza...

GameThreadSubscribers

description: Game thread subscribers that will be passed to command init data (for C++ implementations)

Multiplier

description: How many "Resolutions" to wait before the onset we care about

Quantization

description: Resolution we are interested in


className: FQuartzQuantizedCommandDelegateData

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

code: struct FQuartzQuantizedCommandDelegateData : public [Audio::FQuartzCrossThreadMessage](API\Runtime\Engine\Sound\FQuartzCrossThreadMessage)

CommandType

type: EQuartzCommandT...

DelegateID

description: ID so the clock handle knows which delegate to fire.

DelegateSubType

type: EQuartzCommandD...


description: Attempts to cancel the command. Returns true if the cancellation was successful.

code: bool Cancel()


description: Resets the handle to initial state.

code: void Reset()


className: FQuartzQuantizedCommandHandle

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

code: struct FQuartzQuantizedCommandHandle

CommandPtr

type: TSharedPtr<IQu...

MixerDevice

type: FMixerDevice&#...


code: void SetOwningClockPtr ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Audio::FQuartzClock](API\Runtime\AudioMixer\Quartz\FQuartzClock) > InClockPointer )


description: Conversion ctor fromFQuartzQuantizedRequestData

code: FQuartzQuantizedCommandInitInfo ( const [FQuartzQuantizedRequestData](API\Runtime\Engine\Sound\FQuartzQuantizedRequestData) & RHS, float InSampleRate, int32 InSourceID )


className: FQuartzQuantizedCommandInitInfo

description: Data that is passed intoIQuartzQuantizedCommand::OnQueuedinfo that derived classes need can be added here

code: struct FQuartzQuantizedCommandInitInfo

ClockName

description: Shared withFQuartzQuantizedRequestData

GameThreadSubscribers

type: TArray<FQuartz...

OwningClockPointer

type: TSharedPtr<Aud...

description: Audio Render thread-specific data:

QuantizationBoundary

type: FQuartzQuantiza...


className: FQuartzQuantizedRequestData

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

code: struct FQuartzQuantizedRequestData

ClockName

description: Shared withFQuartzQuantizedCommandInitInfo:


code: FQuartzQueueCommandData ( const [FAudioComponentCommandInfo](API\Runtime\Engine\Sound\FAudioComponentCommandInfo) & InAudioComponentCommandInfo, [FName](API\Runtime\Core\UObject\FName) InClockName )


className: FQuartzQueueCommandData

description: Struct used to queue events to be sent to the Audio Render thread closer to their start time.

code: struct FQuartzQueueCommandData : public [Audio::FQuartzCrossThreadMessage](API\Runtime\Engine\Sound\FQuartzCrossThreadMessage)

AudioComponentCommandInfo

type: FAudioComponent...


code: void Subscribe ( [FQuartzTickableObject](API\Runtime\Engine\Sound\FQuartzTickableObject) * Subscriber, [UQuartzSubsystem](API\Runtime\AudioMixer\Quartz\UQuartzSubsystem) * QuartzSubsystem )


className: FQuartzSubscriptionToken

code: class FQuartzSubscriptionToken


code: int32 AddCommandDelegate ( const [FOnQuartzCommandEventBP](API\Runtime\Engine\Sound\FOnQuartzCommandEventBP) & InDelegate )


description: Deprecated* useFQuartzTickableObject::AddCommandDelegate(const FOnQuartzCommandEventBP& InDelegate)insead

code: int32 AddCommandDelegate ( const [FOnQuartzCommandEventBP](API\Runtime\Engine\Sound\FOnQuartzCommandEventBP) & InDelegate, [TArray](API\Runtime\Core\Containers\TArray)< FQuartzGameThreadCommandQueuePtr > & TargetSubscriberArray )


code: void AddMetronomeBpDelegate ( EQuartzCommandQuantization InQuantizationBoundary, const [FOnQuartzMetronomeEventBP](API\Runtime\Engine\Sound\FOnQuartzMetronomeEventBP) & OnQuantizationEvent )


description: Required by TQuartzShareableCommandQueue template

code: void ExecCommand ( const [Audio::FQuartzQuantizedCommandDelegateData](API\Runtime\Engine\Sound\FQuartzQuantizedCommandDelegateD-) & Data )


code: void ExecCommand ( const [Audio::FQuartzMetronomeDelegateData](API\Runtime\Engine\Sound\FQuartzMetronomeDelegateData) & Data )


code: void ExecCommand ( const [Audio::FQuartzQueueCommandData](API\Runtime\Engine\Sound\FQuartzQueueCommandData) & Data )


code: const [Audio::FQuartzOffset](API\Runtime\Engine\Sound\FQuartzOffset) & GetQuartzOffset() const


description: Deprecated* This object no longer holds anyUObjectreferences. Caller should have their own UWorld* and use static 'UQuartzSubsystem::Get()' instead.

code: [UQuartzSubsystem](API\Runtime\AudioMixer\Quartz\UQuartzSubsystem) * GetQuartzSubsystem() const


code: [FQuartzTickableObject](API\Runtime\Engine\Sound\FQuartzTickableObject) * Init ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorldPtr )


code: [FQuartzTickableObject](API\Runtime\Engine\Sound\FQuartzTickableObject) & operator= ( const [FQuartzTickableObject](API\Runtime\Engine\Sound\FQuartzTickableObject) & )


description: Virtual interface (ExecCommand will forward the data to derived classes'ProcessCommand()call)

code: virtual void ProcessCommand ( const [Audio::FQuartzQuantizedCommandDelegateData](API\Runtime\Engine\Sound\FQuartzQuantizedCommandDelegateD-) & Data )


code: virtual void ProcessCommand ( const [Audio::FQuartzQueueCommandData](API\Runtime\Engine\Sound\FQuartzQueueCommandData) & Data )


code: virtual void ProcessCommand ( const [Audio::FQuartzMetronomeDelegateData](API\Runtime\Engine\Sound\FQuartzMetronomeDelegateData) & Data )


description: Called by the associated QuartzSubsystem

code: void QuartzTick ( float DeltaTime )


code: void SetNotificationAnticipationAmountMilliseconds ( const double Milliseconds )


description: Deprecated* Derived classes should have access to their ownUWorld, this function will always return null

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * QuartzGetWorld() const


code: void SetNotificationAnticipationAmountMusicalDuration ( const EQuartzCommandQuantization Duration, const double Multiplier )


description: Ctor

code: FQuartzTickableObject()


description: Explicitly defaulted ctors (to disable deprecation warnings in compiler-generated functions)

code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FQuartzTickableObject ( const [FQuartzTickableObject](API\Runtime\Engine\Sound\FQuartzTickableObject) & Other )


description: Dtor

code: virtual ~FQuartzTickableObject()


className: FQuartzTickableObject

description:
It is a wrapper around TQuartzShareableCommandQueue.
(see UQuartzClockHandle or UAudioComponent as implementation examples)

code: class FQuartzTickableObject


description: Assignment

code: [FQuartzTimeSignature](API\Runtime\Engine\Sound\FQuartzTimeSignature) & operator= ( const [FQuartzTimeSignature](API\Runtime\Engine\Sound\FQuartzTimeSignature) & Other )


description: Comparison

code: bool operator== ( const [FQuartzTimeSignature](API\Runtime\Engine\Sound\FQuartzTimeSignature) & Other ) const


description: Default ctor

code: FQuartzTimeSignature()


description: Copy ctor

code: FQuartzTimeSignature ( const [FQuartzTimeSignature](API\Runtime\Engine\Sound\FQuartzTimeSignature) & Other )


className: FQuartzTimeSignature

description: Quartz Time Signature.

code: struct FQuartzTimeSignature

BeatType

type: EQuartzTimeSign...

description: Denominator

NumBeats

description: Numerator

OptionalPulseOverride

description: Beat override


className: FQuartzTransportTimeStamp

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

code: struct FQuartzTransportTimeStamp

Bars

description: The current bar this clock is on.

Beat

description: The current beat this clock is on.

BeatFraction

type: float

description: A fractional representation of the time that's played since the last bear.

Seconds

description: The time in seconds that this TimeStamp occured at.


code: bool operator== ( const [FReverbSettings](API\Runtime\Engine\Sound\FReverbSettings) & Other ) const


code: bool operator!= ( const [FReverbSettings](API\Runtime\Engine\Sound\FReverbSettings) & Other ) const


code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FReverbSettings

description: Struct encapsulating settings for reverb effects.

code: struct FReverbSettings

bApplyReverb

type: bool

description: Whether to apply the reverb settings below.

FadeTime

description: Time to fade from the current reverb settings into this setting, in seconds.

ReverbEffect

type: TObjectPtr<URe...

description: The reverb asset to employ.

ReverbPluginEffect

type: TObjectPtr<USo...

description: This is used to apply plugin-specific settings when a Reverb Plugin is being used.

Volume

description: Volume level of the reverb effect.


className: FShareableQuartzCommandQueue

description: Old non-template\ version ofTQuartzShareableCommandQueue

code: class FShareableQuartzCommandQueue


className: FSoundAttenuationPluginSettings

code: struct FSoundAttenuationPluginSettings

OcclusionPluginSettingsArray

type: TArray<TObject...

description: Settings to use with occlusion audio plugin.

ReverbPluginSettingsArray

description: Settings to use with reverb audio plugin.

SourceDataOverridePluginSettingsArray

description: Settings to use with source data override audio plugin.

SpatializationPluginSettingsArray

description: Settings to use with spatialization audio plugin.


code: virtual void CollectAttenuationShapesForVisualization ( [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [EAttenuationShape::Type](API\Runtime\Engine\Engine\EAttenuationShape__Type), [FBaseAttenuationSettings::AttenuationShapeDetails](API\Runtime\Engine\Engine\FBaseAttenuationSettings\AttenuationShapeDetails) > & ShapeDetailsMap ) const


code: float GetFocusAttenuation ( const struct [FGlobalFocusSettings](API\Runtime\Engine\FGlobalFocusSettings) & FocusSettings, float FocusFactor ) const


code: float GetFocusDistanceScale ( const struct [FGlobalFocusSettings](API\Runtime\Engine\FGlobalFocusSettings) & FocusSettings, float FocusFactor ) const


code: float GetFocusPriorityScale ( const struct [FGlobalFocusSettings](API\Runtime\Engine\FGlobalFocusSettings) & FocusSettings, float FocusFactor ) const


code: bool operator== ( const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) & Other ) const


className: FSoundAttenuationSettings

description: The settings for attenuating.

code: struct FSoundAttenuationSettings : public [FBaseAttenuationSettings](API\Runtime\Engine\Engine\FBaseAttenuationSettings)

AbsorptionMethod

type: EAirAbsorptionM...

description: What method to use to map distance values to frequency absorption values.

AudioLinkSettingsOverride

type: TObjectPtr< UAu...

description: AudioLink Setting Overrides

bApplyNormalizationToStereoSounds

type: uint8:  1

description: Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized.

bAttenuate

description: Allows distance-based volume attenuation.

bAttenuateWithLPF

description: Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.

bEnableFocusInterpolation

description: Enables focus interpolation to smooth transition in and and of focus.

bEnableListenerFocus

description: Enable listener focus-based adjustments.

bEnableLogFrequencyScaling

description: Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).

bEnableOcclusion

description: Enables realtime occlusion tracing.

bEnablePriorityAttenuation

description: Enables attenuation of sound priority based off distance.

bEnableReverbSend

description: Enables adjusting reverb sends based on distance.

bEnableSendToAudioLink

description: Enables/Disables AudioLink on all sources using this attenuation

bEnableSourceDataOverride

description: Enables overriding WaveInstance data using source data override plugin

bEnableSubmixSends

description: Enables submix sends based on distance.

BinauralRadius

description: What min radius to use to swap to non-binaural audio when a sound starts playing.

bSpatialize

description: Allows the source to be 3D spatialized.

bUseComplexCollisionForOcclusion

description: Enables tracing against complex collision when doing occlusion traces.

CustomHighpassAirAbsorptionCurve

type: FRuntimeFloatCu...

description: The normalized custom curve to use for the air absorption highpass frequency values.

CustomLowpassAirAbsorptionCurve

description: The normalized custom curve to use for the air absorption lowpass frequency values.

CustomPriorityAttenuationCurve

description: The custom curve to use for distance-based priority attenuation.

CustomReverbSendCurve

description: The custom reverb send curve to use for distance-based send level.

FocusAttackInterpSpeed

description: Scalar used to increase interpolation speed upwards to the target Focus value

FocusAzimuth

description: Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds.

FocusDistanceScale

description: Amount to scale the distance calculation of sounds that are in-focus.

FocusPriorityScale

description: Amount to scale the priority of sounds that are in focus.

FocusReleaseInterpSpeed

description: Scalar used to increase interpolation speed downwards to the target Focus value

FocusVolumeAttenuation

description: Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.

HPFFrequencyAtMax

description: The range of the cutoff frequency (in Hz) of the highpass absorption filter.

LPFFrequencyAtMax

description: The range of the cutoff frequency (in Hz) of the lowpass absorption filter.

LPFRadiusMax

description: The max distance range at which to apply an absorption LPF filter.

LPFRadiusMin

description: The distance min range at which to apply an absorption LPF filter.

ManualPriorityAttenuation

description: Static priority scalar to use (doesn't change as a function of distance).

ManualReverbSendLevel

description: The manual master reverb send level to use. Doesn't change as a function of distance.

NonFocusAzimuth

description: Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds.

NonFocusDistanceScale

description: Amount to scale the distance calculation of sounds that are not in-focus.

NonFocusPriorityScale

description: Amount to scale the priority of sounds that are not in-focus.

NonFocusVolumeAttenuation

description: Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.

NonSpatializedRadiusEnd

description: The distance below which a sound is fully non-spatialized (2D).

NonSpatializedRadiusMode

type: ENonSpatialized...

description: Defines how to interpolate a 3D sound towards a 2D sound when using the non-spatialized radius start and end properties.

NonSpatializedRadiusStart

description: The distance below which a sound begins to linearly interpolate towards being non-spatialized (2D).

OcclusionInterpolationTime

description: The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.

OcclusionLowPassFilterFrequency

description: The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded.

OcclusionTraceChannel

type: TEnumAsByte< en...

description: Which trace channel to use for audio occlusion checks.

OcclusionVolumeAttenuation

description: The amount of volume attenuation to apply to sounds which are occluded.

PluginSettings

type: FSoundAttenuati...

description: Sound attenuation plugin settings to use with sounds that play with this attenuation setting.

PriorityAttenuationDistanceMax

description: The max distance to attenuate priority.

PriorityAttenuationDistanceMin

description: The min distance to attenuate priority.

PriorityAttenuationMax

description: Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.

PriorityAttenuationMethod

type: EPriorityAttenu...

description: What method to use to control priority attenuation

PriorityAttenuationMin

description: Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.

ReverbDistanceMax

description: The max distance to send to the master reverb.

ReverbDistanceMin

description: The min distance to send to the master reverb.

ReverbSendMethod

type: EReverbSendMeth...

description: What method to use to control master reverb sends

ReverbWetLevelMax

description: The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.

ReverbWetLevelMin

description: The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.

SpatializationAlgorithm

description: What method we use to spatialize the sound.

StereoSpread

description: The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.

SubmixSendSettings

type: TArray<FAttenu...

description: Set of submix send settings to use to send audio to submixes as a function of distance.


className: FSoundClassAdjuster

description: Elements of data for sound group volume control

code: struct FSoundClassAdjuster

bApplyToChildren

type: uint32: 1

description: Set to true to apply this adjuster to all children of the sound class.

LowPassFilterFrequency

description: Lowpass filter cutoff frequency to apply to sound sources.

PitchAdjuster

description: A multiplier applied to the pitch.

SoundClassObject

description: The sound class this adjuster affects.

VoiceCenterChannelVolumeAdjuster

description: A multiplier applied to VoiceCenterChannelVolume.

VolumeAdjuster

description: A multiplier applied to the volume.


className: FSoundClassDynamicProperties

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

code: struct FSoundClassDynamicProperties

AttenuationScaleParam

type: FDynamicParamet...


className: FSoundClassEditorData

code: struct FSoundClassEditorData


description: Returns a newly allocated active sound given the input active sound struct. Will return nullptr if the active sound concurrency evaluation doesn't allow for it.

code: [FActiveSound](API\Runtime\Engine\FActiveSound) * CreateNewActiveSound ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & NewActiveSound, bool bIsRetriggering )


className: FSoundClassProperties

description: Structure containing configurable properties of a sound class.

code: struct FSoundClassProperties

AttenuationDistanceScale

type: float

description: Scales the distance measurement used by the audio engine when determining distance-based attenuation.

bAlwaysPlay

type: uint8: 1

description: Whether to inflate referencing sound's priority to always play.

bApplyAmbientVolumes

description: Whether the Interior/Exterior volume and LPF modifiers should be applied

bApplyEffects

description: Whether to use 'Master EQ Submix' as set in the 'Audio' category of Project Settings as the default submix for referencing sounds.

bCenterChannelOnly

description: Whether or not this sound class forces sounds to the center channel

bIsMusic

description: Whether or not this is music (propagates to child classes only if parent is true)

bIsUISound

description: Whether or not this sound plays when the game is paused in the UI

bReverb

description: Whether or not sounds referencing this class send to the reverb submix

description: Send amount to master reverb effect for referencing unattenuated (2D) sounds.

DefaultSubmix

description: Default output submix of referencing sounds.

LFEBleed

description: The amount of a sound to bleed to the LFE channel

LoadingBehavior

type: ESoundWaveLoadi...

description: Specifies how and when compressed audio data is loaded for asset if stream caching is enabled.

LowPassFilterFrequency

description: Lowpass filter cutoff frequency

ModulationSettings

type: FSoundModulatio...

description: Default modulation settings for sounds directly referencing this class

OutputTarget

type: TEnumAsByte<EA...

description: Which output target the sound should be played through

Pitch

description: Pitch multiplier.

RadioFilterVolume

description: Volume of the radio filter effect.

RadioFilterVolumeThreshold

description: Volume at which the radio filter kicks in

VoiceCenterChannelVolume

description: The amount to send to center channel (does not propagate to child classes)

Volume

description: Volume multiplier.


description: Removes the active sound from concurrency tracking when active sound is stopped.

code: void RemoveActiveSound ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound )


description: Stops sound, applying concurrency rules for how to stop.

code: void StopDueToVoiceStealing ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound )


description: Culls any active sounds due to max concurrency sound resolution rule constraints being met

code: void UpdateSoundsToCull()


description: Updates generations for concurrency groups set to scale active sound volumes by distance or priority

code: void UpdateVolumeScaleGenerations()


code: FSoundConcurrencyManager ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * InAudioDevice )


className: FSoundConcurrencyManager

code: class FSoundConcurrencyManager


description: Retrieves the volume scale

code: float GetVolumeScale() const


description: Whether or not ResolutionRule supports eviction, wherein eviction is the ability to keep a sound from playing prior to start and culling is the requirement of a sound to initialize and actively parse prior to being removed from a concurrency group.

code: bool IsEvictionSupported() const


className: FSoundConcurrencySettings

code: struct FSoundConcurrencySettings

bLimitToOwner

description: Whether or not to limit the concurrency to per sound owner (i.e. the actor that plays the sound).

bVolumeScaleCanRelease

description: Whether or not volume scaling can recover volume ducking behavior when concurrency group sounds stop (default scale mode only).

MaxCount

description: The max number of allowable concurrent active voices for voices playing in this concurrency group.

ResolutionRule

type: TEnumAsByte<EM...

description: Which concurrency resolution policy to use if max voice count is reached.

RetriggerTime

description: Amount of time to wait (in seconds) between different sounds which play with this concurrency.

VoiceStealReleaseTime

description: Time taken to fade out if voice is evicted or culled due to another voice in the group starting.

VolumeScaleAttackTime

description: Time taken to apply duck using volume scalar.

VolumeScaleMode

type: EConcurrencyVol...

description: Volume Scale mode designating how to scale voice volume based on number of member sounds active in group.

VolumeScaleReleaseTime

description: Time taken to recover volume scalar duck.


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > * > GetReferencedObjects() const


description: Parameter Setters.

code: virtual bool SetParameters ( [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > && InParameters )


code: FSoundCueParameterTransmitter ( [Audio::FParameterTransmitterInitParams](API\Runtime\AudioExtensions\FParameterTransmitterInitParams) && InParams )


className: FSoundDebugEntry

code: struct FSoundDebugEntry

DebugName

type: FName

description: Short name to use when referencing sound (ex. in the command line)

Sound

type: FSoftObjectPath

description: Reference to a Debug Sound


description: Enqueues a lambda command on a thread safe queue which is pumped from the audio render thread.

code: void EffectCommand ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> Command )


description: Returns the unique ID of the parent preset.

code: uint32 GetParentPresetId() const


className: FSoundCueParameterTransmitter

code: class FSoundCueParameterTransmitter : public [Audio::FParameterTransmitterBase](API\Runtime\AudioExtensions\FParameterTransmitterBase)

ParamsToSet

type: TArray<FAudioP...

Transmitters

type: TMap< UPTRINT, ...


code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) > & GetPresetPtr()


description: Returns if the submix is active or bypassing audio.

code: bool IsActive() const


description: Queries if the given preset object is the uobject preset for this preset instance, i.e. the preset which spawned this effect instance.

code: bool IsPreset ( [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * InPreset ) const


description: Called when the sound effect's preset changed.

code: virtual void OnPresetChanged()


description: Pumps messages awaiting execution on the audio render thread

code: void PumpPendingMessages()


description: Enables the submix effect.

code: void SetEnabled ( const bool bInIsEnabled )


description: Updates preset on audio render thread. Returns true if update processed a preset update, false if not.

code: bool Update()


className: FSoundEffectBase

code: class FSoundEffectBase

bChanged

type: FThreadSafeBool

CommandQueue

type: TQueue<TUnique...

description: Effect command queue.

CurrentAudioThreadSettingsData

type: TArray< uint8 >

Preset

type: TWeakObjectPtr<...

SettingsCritSect

type: FCriticalSectio...


description: Called on an audio effect at initialization on main thread before audio processing begins.

code: void Init &40; const FSoundEffectSourceInitData & InInitData &41;


description: Returns the data that was given to the source effect when initialized.

code: const [FSoundEffectSourceInitData](API\Runtime\Engine\Sound\FSoundEffectSourceInitData) & GetInitializedData() const


description: Process the input block of audio. Called on audio thread.

code: void ProcessAudio ( const [FSoundEffectSourceInputData](API\Runtime\Engine\Sound\FSoundEffectSourceInputData) & InData, float * OutAudioBufferData )


description: Called by the audio engine or systems internally. This function calls the virtual Init function implemented by derived classes.

code: void Setup ( const [FSoundEffectSourceInitData](API\Runtime\Engine\Sound\FSoundEffectSourceInitData) & InInitData )


className: FSoundEffectSourceInitData

description: Data required to initialize the source effect.

code: struct FSoundEffectSourceInitData

AudioClock

type: double

description: The audio clock of the audio renderer this effect is processing on.

AudioDeviceId

description: The audio device ID of the audio device instance this source instance was created from.

NumSourceChannels

description: The number of channels of the source audio that is fed into the source effect.

ParentPresetUniqueId

description: The object id of the parent preset.

SampleRate

description: Sample rate of the audio renderer this effect is processing on.


description: Override to down mix input audio to a desired channel count.

code: virtual uint32 GetDesiredInputChannelCountOverride() const


className: FSoundEffectSourceInputData

description: Data required to update the source effect.

code: struct FSoundEffectSourceInputData

CurrentPitch

type: float

InputSourceEffectBufferPtr

type: float *

SpatParams

type: FSpatialization...


description: Allow effects to supply a drylevel.

code: virtual float GetDryLevel() const


className: FSoundEffectSource

code: class FSoundEffectSource : public [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase)


code: const [FSoundEffectSubmixInitData](API\Runtime\Engine\Sound\FSoundEffectSubmixInitData) & GetInitData() const


code: virtual void Init &40; const FSoundEffectSubmixInitData & InInitData &41;


code: virtual void OnProcessAudio ( const [FSoundEffectSubmixInputData](API\Runtime\Engine\Sound\FSoundEffectSubmixInputData) & InData, [FSoundEffectSubmixOutputData](API\Runtime\Engine\Sound\FSoundEffectSubmixOutputData) & OutData )


description: If the audio cannot be processed, this function will return false and OutData will not be altered.

code: bool ProcessAudio ( [FSoundEffectSubmixInputData](API\Runtime\Engine\Sound\FSoundEffectSubmixInputData) & InData, [FSoundEffectSubmixOutputData](API\Runtime\Engine\Sound\FSoundEffectSubmixOutputData) & OutData )


description: Provided for interpolating parameters from audio volume system, enabling transition between various settings.

code: virtual bool SetParameters ( const [FAudioEffectParameters](API\Runtime\Engine\Sound\FAudioEffectParameters) & InParameters )


code: void Setup ( const [FSoundEffectSubmixInitData](API\Runtime\Engine\Sound\FSoundEffectSubmixInitData) & InInitData )


description: Whether or not effect supports default EQ system.

code: virtual bool SupportsDefaultEQ() const


description: Whether or not effect supports default reverb system.

code: virtual bool SupportsDefaultReverb() const


description: Called on game thread to allow submix effect to query game data if needed.

code: virtual void Tick()


className: FSoundEffectSubmix

code: class FSoundEffectSubmix : public [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase)


className: FSoundEffectSubmixInitData

description: Struct which has data needed to initialize the submix effect.

code: struct FSoundEffectSubmixInitData

PresetSettings

type: void *


className: FSoundEffectSubmixInputData

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

code: struct FSoundEffectSubmixInputData

AudioBuffer

description: The raw input audio buffer. Size is NumFrames * NumChannels

AudioClock

description: Sample accurate audio clock.

ListenerTransforms

type: constTArray< F...

description: The listener transforms (one for each viewport index).

NumChannels

description: The number of channels of the submix.

NumDeviceChannels

description: The number of device channels.

NumFrames

description: The number of audio frames for this input data. 1 frame is an interleaved sample.

PresetData

description: Ptr to preset data if new data is available.


className: FSoundEffectSubmixOutputData

code: struct FSoundEffectSubmixOutputData

AudioBuffer

description: The output audio buffer.

NumChannels

description: The number of channels of the submix.


className: FSoundGeneratorInitParams

description: Parameters used for constructing a newISoundGenerator.

code: struct FSoundGeneratorInitParams

bIsPreviewSound

type: bool

GraphName

type: FString


description: Called when a new buffer is required.

code: virtual int32 OnGenerateAudio ( float * OutAudio, int32 NumSamples )


className: FSoundGeneratorNull

description: Null implementation ofISoundGeneratorwhich no-ops audio generation.

code: class FSoundGeneratorNull : public [ISoundGenerator](API\Runtime\Engine\Sound\ISoundGenerator)


className: FSoundGroup

code: struct FSoundGroup

bAlwaysDecompressOnLoad

type: uint32: 1

description: Whether sounds in this group should always decompress on load.

DecompressedDuration

description: Sound duration in seconds below which sounds are entirely expanded to PCM at load time Disregarded if bAlwaysDecompressOnLoad is true

DisplayName

description: An override display name for custom game sound groups.

SoundGroup

type: TEnumAsByte< ES...

description: The sound group enumeration we are setting values for.


code: FSoundInstanceEntry ( FSoundObjectID SoundObjectID, FConcurrencyGroupID GroupID )


className: FSoundInstanceEntry

code: struct FSoundInstanceEntry

SoundInstanceToConcurrencyGroup

type: TMap< FSoundObj...


className: FSoundModulationDefaultRoutingSettings

description: Default parameter destination settings for source audio object.

code: struct FSoundModulationDefaultRoutingSettings : public [FSoundModulationDefaultSettings](API\Runtime\Engine\Sound\FSoundModulationDefaultSettings)

HighpassRouting

type: EModulationRout...

description: What high-pass modulation settings to use

LowpassRouting

description: What low-pass modulation settings to use

PitchRouting

description: What pitch modulation settings to use

VolumeRouting

description: What volume modulation settings to use


className: FSoundModulationDefaultSettings

code: struct FSoundModulationDefaultSettings

HighpassModulationDestination

type: FSoundModulatio...

description: Highpass modulation

LowpassModulationDestination

description: Lowpass modulation

PitchModulationDestination

description: Pitch modulation

VolumeModulationDestination

description: Volume modulation


code: [FSoundModulationDestinationSettings](API\Runtime\Engine\Sound\FSoundModulationDestinationSetti-) & operator= ( const [FSoundModulationDestinationSettings](API\Runtime\Engine\Sound\FSoundModulationDestinationSetti-) & )


code: [FSoundModulationDestinationSettings](API\Runtime\Engine\Sound\FSoundModulationDestinationSetti-) & operator= ( [FSoundModulationDestinationSettings](API\Runtime\Engine\Sound\FSoundModulationDestinationSetti-) && )


description: Versioning utility function to upgrade single modulator field to set of modulators

code: void VersionModulators()


description: We need to explicitly disable warnings on these constructors/operators for clang to be happy with deprecated variables.


code: FSoundModulationDestinationSettings ( const [FSoundModulationDestinationSettings](API\Runtime\Engine\Sound\FSoundModulationDestinationSetti-) & )


code: FSoundModulationDestinationSettings ( [FSoundModulationDestinationSettings](API\Runtime\Engine\Sound\FSoundModulationDestinationSetti-) && )


code: ~FSoundModulationDestinationSettings()


className: FSoundModulationDestinationSettings

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

bEnableModulation

description: Whether or not to enable modulation

Modulators

type: TSet<TObjectPt...

description: Set of modulation sources, which provides values to mix with base value.

Value

description: Base value of parameter


className: FSoundNodeEditorData

code: struct FSoundNodeEditorData


className: FSoundSourceBusSendInfo

code: struct FSoundSourceBusSendInfo

AudioBus

type: TObjectPtr<UAu...

description: An audio bus to send the audio to. Audio buses can be used to route audio to DSP effects or other purposes. E.g. side-chaining, analysis, etc. Audio buses are not audible unless hooked up to a source bus.

CustomSendLevelCurve

type: FRuntimeFloatCu...

description: The custom curve to use for distance-based bus send level.

MaxSendDistance

description: The distance at which the max send level is sent to the bus.

MaxSendLevel

description: The amount to send to the bus when sound is located at a distance equal to value specified in the max send distance.

MinSendDistance

description: The distance at which the min send Level is sent to the bus.

MinSendLevel

description: The amount to send to the bus when sound is located at a distance equal to value specified in the min send distance.

SendLevel

description: The amount of audio to send to the bus.

SoundSourceBus

type: TObjectPtr<USo...

description: A source Bus to send the audio to. Source buses sonify (make audible) the audio sent to it and are themselves sounds which take up a voice slot in the audio engine.

SourceBusSendLevelControlMethod

type: ESourceBusSendL...

description: Manual: Use Send Level only Linear: Interpolate between Min and Max Send Levels based on listener distance (between Distance Min and Distance Max) Custom Curve: Use the float curve to map Send Level to distance (0.0-1.0 on curve maps to Distance Min - Distance Max)


className: FSoundSpectrumAnalyzerDelegateSettings

AutoRangeAttackTime

type: float

description: The time in seconds for the range to expand to a new observed range.

AutoRangeReleaseTime

description: The time in seconds for the range to shrink to a new observed range.

BandSettings

type: TArray<FSoundS...

description: Settings for individual bands.

bDoAutoRange

description: If true, the band values are tracked to always have values between 0 and 1.

bDoNormalize

description: If true, returned values are scaled between 0 and 1.

DecibelNoiseFloor

description: The decibel level considered silence.

UpdateRate

description: Number of times a second the delegate is triggered.


className: FSoundSpectrumAnalyzerSettings

code: struct FSoundSpectrumAnalyzerSettings

FFTSize

type: EFFTSize

description: FFTSize used in spectrum analyzer.

HopSize

description: Hopsize between audio windows as a ratio of the FFTSize.

InterpolationMethod

type: EFFTPeakInterpo...

description: Interpolation method used when getting frequencies.

SpectrumType

type: EAudioSpectrumT...

description: Metric used when analyzing spectrum.

WindowType

type: EFFTWindowType

description: Type of window to apply to audio.


className: FSoundSubmixSendInfo

description: Class used to send audio to submixes fromUSoundBase.

code: struct FSoundSubmixSendInfo

CustomSendLevelCurve

description: The custom reverb send curve to use for distance-based send level.

DisableManualSendClamp

type: bool

description: Whether to disable the 0-1 clamp for manual SendLevel control.

MaxSendDistance

description: The max distance to send to the master.

MaxSendLevel

description: The amount to send to master when sound is located at a distance equal to value specified in the max send distance.

MinSendDistance

description: The min distance to send to the master.

MinSendLevel

description: The amount to send to master when sound is located at a distance equal to value specified in the min send distance.

SendLevel

description: The amount of audio to send.

SendLevelControlMethod

type: ESendLevelContr...

SendStage

type: ESubmixSendStag...

description: Defines at what mix stage the send should happen.

SoundSubmix

description: The submix to send the audio to.


AttackTimeMsec

description: The attack time for the FFT band interpolation for delegate callback.

BandFrequency

description: The frequency band for the magnitude to analyze.

QFactor

description: The ratio of the bandwidth divided by the center frequency. Only used when the spectral analysis type is set to Constant Q.

ReleaseTimeMsec

description: The release time for the FFT band interpolation for delegate callback.


code: constexpr bool operator== ( const [FSoundTimecodeOffset](API\Runtime\Engine\Sound\FSoundTimecodeOffset) & InRhs ) const


className: FSoundTimecodeOffset

code: struct FSoundTimecodeOffset

NumOfSecondsSinceMidnight

type: double


className: FSoundWaveCuePoint

description: Struct defining a cue point in a sound wave asset.

code: struct FSoundWaveCuePoint

CuePointID

description: Unique identifier for the wave cue point.

FrameLength

description: The frame length of the cue point (non-zero if it's a region)

FramePosition

description: The frame position of the cue point.

Label

type: FString

description: The label for the cue point.


code: int32 FindChunkIndexForSeeking ( uint32 InTimeInAudioFrames ) const


code: [FStreamedAudioChunk](API\Runtime\Engine\Sound\FStreamedAudioChunk) & GetChunk ( uint32 ChunkIndex )


code: bool GetChunkData ( int32 ChunkIndex, uint8 ** OutChunkData, bool bMakeSureChunkIsLoaded )


code: int32 GetChunkFromDDC ( int32 ChunkIndex, uint8 ** OutChunkData, bool bMakeSureChunkIsLoaded )


code: FByteBulkData * GetCompressedData ( [FName](API\Runtime\Core\UObject\FName) Format, const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * CompressionOverrides )


code: int32 GetCurrentChunkRevision() const


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


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


code: const [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) & GetFObjectKey() const


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


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


code: const uint8 * GetResourceData() const


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


code: uint32 GetSizeOfChunk ( uint32 ChunkIndex ) const


code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > GetZerothChunkDataView() const


code: bool HasCompressedData ( [FName](API\Runtime\Core\UObject\FName) Format, [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


code: bool HasChunkSeekTable ( int32 InChunkIndex ) const


description: Non-const arg for internal call toFAudioDevice::GetRuntimeFormat

code: void InitializeDataFromSoundWave ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) & InWave )


code: bool IsZerothChunkDataLoaded() const


description: Returns true if the zeroth chunk is loaded, or attempts to load it if not already loaded, returning true if the load was successful. Can return false if either an error was encountered in attempting to load the chunk or if stream caching is not enabled for the given sound.

code: bool LoadZerothChunk()


className: MaxChunkSizeResults

code: struct MaxChunkSizeResults


code: [FSoundWaveData](API\Runtime\Engine\Sound\FSoundWaveData) & operator= ( const [FSoundWaveData](API\Runtime\Engine\Sound\FSoundWaveData) & )


code: [FSoundWaveData](API\Runtime\Engine\Sound\FSoundWaveData) & operator= ( [FSoundWaveData](API\Runtime\Engine\Sound\FSoundWaveData) && )


code: void OverrideRuntimeFormat ( const [FName](API\Runtime\Core\UObject\FName) & InRuntimeFormat )


code: void SetError ( const TCHAR * InErrorMsg )


code: bool ShouldUseStreamCaching() const


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


code: FSoundWaveData ( [FSoundWaveData](API\Runtime\Engine\Sound\FSoundWaveData) && )


description: Dtor

code: ~FSoundWaveData()


className: FSoundWaveData

code: class FSoundWaveData


className: FSoundWaveEnvelopeDataPerSound

code: struct FSoundWaveEnvelopeDataPerSound

Envelope

description: The current envelope of the playing sound.

PlaybackTime

description: The current playback time of this sound wave.

SoundWave

description: The sound wave this envelope data is associated with.


className: FSoundWaveEnvelopeTimeData

description: Struct used to store time-stamped envelope data.

code: struct FSoundWaveEnvelopeTimeData

Amplitude

description: The normalized linear amplitude of the audio.

TimeSec

description: The timestamp of the audio.


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


className: LoadStatus

code: enum LoadStatus { None = 0, Loading, Loaded, }


className: FLoadingSoundWaveInfo

code: struct FLoadingSoundWaveInfo

OnLoaded

type: TFunction< void...

description: The lambda function to call when the sound wave finishes loading.

SoundWave

description: The sound wave which is loading PCM data.

Status

type: LoadStatus


description: Overload this method to report a name for your referencer

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


description: Loads aUSoundWave, call on game thread. Unless called with bSynchnous set to true, this class will requireUpdate()to be called on the game thread.

code: void LoadSoundWave ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InSoundWave, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [USoundWave](API\Runtime\Engine\Sound\USoundWave) *SoundWave, const [Audio::FSampleBuffer](API\Runtime\SignalProcessing\FSampleBuffer) &OutSampleBuffer)> OnLoaded, bool bSynchrounous )


description: Update the loading state, should be called on the game thread.

code: void Update()


className: FSoundWavePCMLoader

description: FSoundWavePCMLoaderThis class loads and decodes aUSoundWaveasset into aTSampleBuffer. To use, call LoadSoundWave with the sound wave you'd like to load and call Update on every tick until it returns true, at which point you may call GetSampleBuffer to get the decoded audio.

code: class FSoundWavePCMLoader : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


description: This kicks off an operation to write InSampleBuffer to SoundWaveToSaveTo. If InSoundWave is not nullptr, the audio will be written directly into Returns true on a successful start, false otherwise.

code: bool BeginGeneratingSoundWaveFromBuffer ( const [TSampleBuffer](API\Runtime\SignalProcessing\TSampleBuffer)<> & InSampleBuffer, [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InSoundWave, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [USoundWave](API\Runtime\Engine\Sound\USoundWave) *)> OnSuccess )


description: This kicks off an operation to write InSampleBuffer to aUSoundWaveasset at the specified file path relative to the project directory. This function should only be used in the editor. If aUSoundWaveasset already exists

code: bool BeginWriteToSoundWave ( const [FString](API\Runtime\Core\Containers\FString) & FileName, const [TSampleBuffer](API\Runtime\SignalProcessing\TSampleBuffer)<> & InSampleBuffer, [FString](API\Runtime\Core\Containers\FString) InPath, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [USoundWave](API\Runtime\Engine\Sound\USoundWave) *)> OnSuccess )


description: This writes out the InSampleBuffer as a wav file at the path specified by FilePath and FileName. If FilePath is a relative path, it will be relative to the /Saved/BouncedWavFiles folder, otherwise specified absolute path will be used. FileName should not contain the extension. This can be used in non-editor builds.

code: bool BeginWriteToWavFile ( const [TSampleBuffer](API\Runtime\SignalProcessing\TSampleBuffer)<> & InSampleBuffer, const [FString](API\Runtime\Core\Containers\FString) & FileName, [FString](API\Runtime\Core\Containers\FString) & FilePath, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> OnSuccess )


description: Aborts the current write operation.

code: void CancelWrite()


description: Call this on the game thread to continue the write operation. Optionally provide a pointer to an ESoundWavePCMWriterState which will be written to with the current state of the write operation. Returns a float value from 0 to 1 indicating how complete the write operation is.

code: float CheckStatus ( [ESoundWavePCMWriterState](API\Runtime\Engine\Sound\Audio__ESoundWavePCMWriterState) * OutCurrentState )


description: Used to grab the a handle to the soundwave.


description: Whether we have finished the write operation, by either succeeding, failing, or being cancelled.

code: bool IsDone()


description: Clean up all resources used.

code: void Reset()


description: This is a blocking call that will return the SoundWave generated from InSampleBuffer. Optionally, if you're using the editor, you can also write the resulting soundwave out to the content browser using the FileName and FilePath parameters.

code: [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SynchronouslyWriteSoundWave ( const [TSampleBuffer](API\Runtime\SignalProcessing\TSampleBuffer)<> & InSampleBuffer, const [FString](API\Runtime\Core\Containers\FString) * FileName, const [FString](API\Runtime\Core\Containers\FString) * FilePath )


code: FSoundWavePCMWriter ( int32 InChunkSize )


description: This function can be used after generating aUSoundWaveby calling BeginGeneratingSoundWaveFromBuffer to save the generated soundwave to an asset. This is handy if you'd like to preview or edit theUSoundWavebefore saving it to disk.

code: void SaveFinishedSoundWaveToPath ( const [FString](API\Runtime\Core\Containers\FString) & FileName, [FString](API\Runtime\Core\Containers\FString) InPath )


className: FSoundWavePCMWriter

description: FSoundWavePCMWriterThis class can be used to save aTSampleBufferto either a wav file or aUSoundWaveusing BeginGeneratingSoundWaveFromBuffer, BeginWriteToSoundWave, or BeginWriteToWavFile on the game thread. This class uses an async task to generate and write the file to disk.

code: class FSoundWavePCMWriter


className: bWasAudioProxyClassImplemented

code: static constexpr bool bWasAudioProxyClassImplemented = true;


code: [FStreamedAudioChunk](API\Runtime\Engine\Sound\FStreamedAudioChunk) & GetChunk ( uint32 ChunkIndex )


code: bool GetChunkData ( int32 ChunkIndex, uint8 ** OutChunkData, bool bMakeSureChunkIsLoaded )


code: int32 GetChunkFromDDC ( int32 ChunkIndex, uint8 ** OutChunkData, bool bMakeSureChunkIsLoaded )


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


code: FByteBulkData * GetCompressedData ( [FName](API\Runtime\Core\UObject\FName) Format, const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * CompressionOverrides )


code: int32 GetCurrentChunkRevision() const


description: Getters.

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


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


code: const [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) & GetFObjectKey() const


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


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


code: const uint8 * GetResourceData() const


code: const FSoundWavePtr GetSoundWaveData()


code: uint32 GetSizeOfChunk ( uint32 ChunkIndex ) const


code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > GetZerothChunkDataView() const


code: static [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > GetZerothChunk ( const FSoundWaveProxyPtr & SoundWaveProxy, bool bForImmediatePlayback )


code: bool HasCompressedData ( [FName](API\Runtime\Core\UObject\FName) Format, [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


code: bool IsZerothChunkDataLoaded() const


description: Returns true if the zeroth chunk is loaded, or attempts to load it if not already loaded, returning true if the load was successful. Can return false if either an error was encountered in attempting to load the chunk or if stream caching is not enabled for the given sound.

code: bool LoadZerothChunk()


code: bool ShouldUseStreamCaching() const


code: FSoundWaveProxy ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InWave )


code: FSoundWaveProxy ( const [FSoundWaveProxy](API\Runtime\Engine\Sound\FSoundWaveProxy) & Other )


className: FSoundWaveProxy

code: class FSoundWaveProxy : public [Audio::TProxyData< FSoundWaveProxy >](API\Runtime\AudioExtensions\TProxyData)


className: FSoundWaveSpectralData

code: struct FSoundWaveSpectralData

FrequencyHz

description: The frequency (in Hz) of the spectrum value.

Magnitude

description: The magnitude of the spectrum at this frequency.

NormalizedMagnitude

description: The normalized magnitude of the spectrum at this frequency.


className: FSoundWaveSpectralDataPerSound

code: struct FSoundWaveSpectralDataPerSound

PlaybackTime

description: The current playback time of this sound wave.

SoundWave

description: The sound wave this spectral data is associated with.

SpectralData

type: TArray<FSoundW...

description: The array of current spectral data for this sound wave.


className: FSoundWaveSpectralDataEntry

description: Struct used to store spectral data with time-stamps.

code: struct FSoundWaveSpectralDataEntry


className: FSoundWaveSpectralTimeData

code: struct FSoundWaveSpectralTimeData

Data

description: The spectral data at the given time. The array indices correspond to the frequencies set to analyze.

TimeSec

description: The timestamp associated with this spectral data.


code: bool operator== ( const [FSoundWaveTimecodeInfo](API\Runtime\Engine\Sound\FSoundWaveTimecodeInfo) & InRhs ) const


className: FSoundWaveTimecodeInfo

code: struct FSoundWaveTimecodeInfo

TimecodeRate

type: FFrameRate


className: FSourceEffectChainEntry

code: struct FSourceEffectChainEntry

bBypass

type: uint32: 1

Preset

type: TObjectPtr<USo...


description: Returns false if data retrieval failed

code: bool GetCopy ( void ** OutChunkData )


description: Serialization.

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, int32 ChunkIndex )


description: Place chunk data in the derived data cache associated with the provided key.

code: uint32 StoreInDerivedDataCache ( const [FString](API\Runtime\Core\Containers\FString) & InDerivedDataKey, const FStringView & SoundWaveName )


className: FStreamedAudioChunk

description: A chunk of streamed audio.

code: struct FStreamedAudioChunk

AudioDataSize

description: Size of the audio data. (NOTE: This includes a seek-table if its present.)

bLoadedFromCookedPackage

description: True if this chunk was loaded from a cooked package.

BulkData

type: FByteBulkData

description: Bulk data if stored in the package.

DataSize

description: Size of the chunk of data in bytes including zero padding

DerivedDataKey

description: Key if stored in the derived data cache.

SeekOffsetInAudioFrames

description: Chunk position in samples frames in the stream.


description: Add an item to the seek table.

code: void Add ( uint32 InTimeInAudioFrames, uint32 InOffset )


description:
Finds an offset for seeking given a time
Offset indicated by the table. INDEX_NONE (~0) on error.

code: uint32 FindOffset ( uint32 InTimeInAudioFrames ) const


description:
This is cheaper than serializing the entire struct and counting the bytes.
The Size of the Table in bytes including any header.

code: static int32 CalcSize ( int32 NumEntries, EChunkSeekTableMode InMode )


description:
Finds a time given an offset (reverse look up)
Time indicated by the table. INDEX_NONE (~0) on error.

code: uint32 FindTime ( uint32 InOffset ) const


code: void Add &40; uint32 InTimeInAudioFrames, uint32 InOffset &41;


code: uint32 FindOffset &40; uint32 InTimeInAudioFrames &41; const


code: uint32 FindTime &40; uint32 InOffset &41; const


code: bool Serialize &40; FArchive & Ar &41;


code: virtual &126;ISeekTableImpl&40;&41;


className: ISeekTableImpl

code: struct ISeekTableImpl


description:
Get the number of Entries in the seek table.
Num of Items.

code: int32 Num() const


description:
Parse a seek-table from memory.
true on Success, false on Failure

code: static bool Parse ( const uint8 * InMemory, uint32 InSize, uint32 & InOutOffset, [FStreamedAudioChunkSeekTable](API\Runtime\Engine\Sound\FStreamedAudioChunkSeekTable) & OutTable )


description: Empties the table.

code: void Reset()


description:
Serialize the table to/from the archive
True on success, false on failure.

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


description: Construct a seek-table. The mode determines the internal representation.

code: FStreamedAudioChunkSeekTable ( EChunkSeekTableMode InMode )


description: Deprecated* Use AreDerivedChunksAvailable with the context instead.

code: bool AreDerivedChunksAvailable() const


className: FStreamedAudioChunkSeekTable

description: Class representing a audio seek-table. Typically embedded in a bit-stream.

code: class FStreamedAudioChunkSeekTable


code: void Cache ( class [USoundWave](API\Runtime\Engine\Sound\USoundWave) & InSoundWave, const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * CompressionOverrides, [FName](API\Runtime\Core\UObject\FName) AudioFormatName, uint32 InFlags )


code: bool AreDerivedChunksAvailable ( FStringView Context ) const


description: Get the audio format making sure any async task are finished before returning.


description: Get the chunks while making sure any async task are finished before returning.

code: [TIndirectArray](API\Runtime\Core\Containers\TIndirectArray)< struct [FStreamedAudioChunk](API\Runtime\Engine\Sound\FStreamedAudioChunk) > & GetChunks() const


code: int32 GetChunkFromDDC ( int32 ChunkIndex, uint8 ** OutChunkData, bool bMakeSureChunkIsLoaded )


description: Get the number of chunks while making sure any async task are finished before returning.

code: int32 GetNumChunks() const


description: Serialization.

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [USoundWave](API\Runtime\Engine\Sound\USoundWave) * Owner )


description: Default constructor.

code: FStreamedAudioPlatformData()


description: Destructor.

code: ~FStreamedAudioPlatformData()


description: Called 2x Assumed thread latency beforeOnFinalCallback()

code: void AboutToStart()


className: FStreamedAudioPlatformData

description: Platform-specific data used streaming audio at runtime.

code: struct FStreamedAudioPlatformData

AsyncTask

type: FStreamedAudioA...

description: Async cache task if one is outstanding.

AsyncTaskLock

type: TDontCopy< FRWL...

description: Protection for AsyncTask manipulation since it can be accessed from multiple threads

AudioFormat

type: FName

description: Format in which audio chunks are stored.

Chunks

type: TIndirectArray<...

description: Audio data.

DerivedDataKey

description: The key associated with this derived data.


description: Called if the event is cancelled beforeOnFinalCallback()is called.

code: void Cancel()


code: void AddSubscriber ( [FQuartzGameThreadSubscriber](API\Runtime\Engine\Sound\FQuartzGameThreadSubscriber) InSubscriber )


description: Perhaps the associated sound failed concurrency and will not be playing.

code: void FailedToQueue ( [FQuartzQuantizedRequestData](API\Runtime\Engine\Sound\FQuartzQuantizedRequestData) & InGameThreadData )


description: Allocate a copy of the derived class

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IQuartzQuantizedCommand](API\Runtime\Engine\Sound\IQuartzQuantizedCommand) > GetDeepCopyOfDerivedObject() const


description: Called on the final callback of this event boundary. InNumFramesLeft is the number of frames into the callback the exact quantized event should take place

code: void OnFinalCallback ( int32 InNumFramesLeft )


description: Called if the owning clock gets started.

code: void OnClockStarted()


description: Called if the owning clock gets stopped.

code: void OnClockPaused()


code: virtual void OnFinalCallbackCustom &40; int32 InNumFramesLeft &41;


description: Derived classes can override these to add extra functionality

code: virtual void OnQueuedCustom &40; const FQuartzQuantizedCommandInitInfo & InCommandInitInfo &41;


description: Command has reached the AudioRenderThread.

code: void OnQueued ( const [FQuartzQuantizedCommandInitInfo](API\Runtime\Engine\Sound\FQuartzQuantizedCommandInitInfo) & InCommandInitInfo )


description: Called if the event type uses an altered amount of frames.

code: virtual int32 OverrideFramesUntilExec ( int32 NumFramesUntilExec )


description: Scheduled (finalize subscriber offsets) - called byFQuartzClock

code: void OnScheduled ( const [FQuartzClockTickRate](API\Runtime\Engine\Sound\FQuartzClockTickRate) & InTickRate )


code: virtual bool RequiresAudioDevice() const


description: Called duringFQuartzClock::Tick()to let us call AboutToStart at different times for different subscribers

code: void Update ( int32 NumFramesUntilDeadline )


description: Dtor

code: virtual ~IQuartzQuantizedCommand()


description: Ctor

code: IQuartzQuantizedCommand()


description: Refreshes the sound class graph links.

code: void RefreshGraphLinks ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SoundClassGraph )


className: IQuartzQuantizedCommand

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

code: class IQuartzQuantizedCommand : public [Audio::FQuartzCrossThreadMessage](API\Runtime\Engine\Sound\FQuartzCrossThreadMessage)


description: Compiles sound nodes from graph nodes.

code: void CompileSoundNodesFromGraphNodes ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue )


className: ISoundClassAudioEditor

description: Interface for sound class graph interaction with the AudioEditor module.

code: class ISoundClassAudioEditor


description: Creates an input pin on the given sound cue graph node.

code: void CreateInputPin ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SoundCueNode )


description: Links graph nodes from sound nodes.

code: void LinkGraphNodesFromSoundNodes ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue )


description: Called when creating a new sound cue graph.

code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CreateNewSoundCueGraph ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) * InSoundCue )


description: Removes nodes which are null from the sound cue graph.

code: void RemoveNullNodes ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue )


description: Renames all pins in a sound cue node

code: void RenameNodePins ( [USoundNode](API\Runtime\Engine\Sound\USoundNode) * SoundNode )


className: ISoundCueAudioEditor

description: Interface for sound cue graph interaction with the AudioEditor module.

code: class ISoundCueAudioEditor


description: Sets up a sound node.

code: void SetupSoundNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SoundCueGraph, [USoundNode](API\Runtime\Engine\Sound\USoundNode) * SoundNode, bool bSelectNewNode )


description: Returns the number of samples to render per callback.

code: virtual int32 GetDesiredNumSamplesToRenderPerCallback() const


description: Retrieves the next buffer of audio from the generator, called from the audio mixer.

code: int32 GetNextBuffer ( float * OutAudio, int32 NumSamples, bool bRequireNumberSamples )


code: virtual [Audio::AudioTaskQueueId](API\Runtime\Engine\Sound\AudioTaskQueueId) GetSynchronizedRenderQueueId() const


description: Optional. Can be overridden to end the sound when generating is finished.

code: virtual bool IsFinished() const


description: Protected method to execute lambda in audio render thread Used for conveying parameter changes or events to the generator thread.

code: void SynthCommand ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> Command )


description: Optional. Called on audio generator thread right when the generator ends generating.

code: virtual void OnEndGenerate()


description: Optional. Called on audio generator thread right when the generator begins generating.

code: virtual void OnBeginGenerate()


description: Called when a new buffer is required.

code: int32 OnGenerateAudio ( float * OutAudio, int32 NumSamples )


className: ISoundGenerator

code: class ISoundGenerator


description: Refreshes the sound class graph links.

code: void RefreshGraphLinks ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SoundClassGraph )


code: virtual ~ISoundSubmixAudioEditor()


className: ISoundSubmixAudioEditor

description: Interface for sound submix graph interaction with the AudioEditor module.

code: class ISoundSubmixAudioEditor


description: OnBeginDestroy()returns true to unsubscribe as anISoundWaveClient.

code: bool OnBeginDestroy ( class [USoundWave](API\Runtime\Engine\Sound\USoundWave) * Wave )


code: void OnFinishDestroy ( class [USoundWave](API\Runtime\Engine\Sound\USoundWave) * Wave )


code: bool OnIsReadyForFinishDestroy ( class [USoundWave](API\Runtime\Engine\Sound\USoundWave) * Wave ) const


className: ISoundWaveClient

code: struct ISoundWaveClient


code: namespace SubmixUtils { bool SubmixUtils::AreSubmixFormatsCompatible ( const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * ChildSubmix, const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * ParentSubmix ) }


code: namespace SubmixUtils { void SubmixUtils::RefreshEditorForSubmix ( const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * InSubmix ) }


description: Static helper to create a new sharable queue

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [TQuartzShareableCommandQueue](API\Runtime\Engine\Sound\TQuartzShareableCommandQueue)< ListenerType >, ESPMode::ThreadSafe > Create()


code: void PushCommand ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(ListenerType *)> InCommand )


code: void PumpCommandQueue ( ListenerType * InListener )


description: Note: ListenerType must have a ExecCommand() overload for each instantiation of this method

code: template<typename T> void PushEvent ( const T & Data )


description: Dtor

code: ~TQuartzShareableCommandQueue()


className: TQuartzShareableCommandQueue

description: (seeFQuartzTickableObjectandFQuartzClockas examples)

code: template<class ListenerType> class TQuartzShareableCommandQueue


description: Ctor

code: TQuartzShareableCommandQueue()


className: WithPostSerialize

code: enum &123; WithPostSerialize = true &125;


className: TStructOpsTypeTraits< FReverbSettings >

code: template<> struct TStructOpsTypeTraits< FReverbSettings > : public [TStructOpsTypeTraitsBase2< FReverbSettings >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FSoundAttenuationSettings > : public [TStructOpsTypeTraitsBase2< FSoundAttenuationSettings >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FInteriorSettings > : public [TStructOpsTypeTraitsBase2< FInteriorSettings >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


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()


description: Returns the number of channels of the audio bus in integer format.

code: int32 GetNumChannels() const


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


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

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


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


className: UAudioBus

description: Function to retrieve an audio bus buffer given a handle static float* GetAudioBusBuffer(const FAudioBusHandle& AudioBusHandle); An audio bus is an object which represents an audio patch cord. Audio can be sent to it. It can be sonified using USoundSourceBuses. Instances of the audio bus are created in the audio engine.

code: class UAudioBus : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IAudioProxyDataFactory](API\Runtime\AudioExtensions\IAudioProxyDataFactory)

AudioBusChannels

type: EAudioBusChanne...

description: Number of channels to use for the Audio Bus.


className: FAudioSettingsChanged

description: Event to listen for when settings reflected properties are changed.

code: class FAudioSettingsChanged : public TBaseMulticastDelegate_NoParams< void >


description: Get the quality name level for a given index.

code: [FString](API\Runtime\Core\Containers\FString) FindQualityNameByIndex ( int32 Index ) const


code: [USoundClass](API\Runtime\Engine\Sound\USoundClass) * GetDefaultSoundClass() const


code: [USoundClass](API\Runtime\Engine\Sound\USoundClass) * GetDefaultMediaSoundClass() const


code: [USoundConcurrency](API\Runtime\Engine\Sound\USoundConcurrency) * GetDefaultSoundConcurrency() const


description: Returns the highest value for MaxChannels among all quality levels

code: int32 GetHighestMaxChannels() const


description: Get the quality level settings at the provided level index.

code: const [FAudioQualitySettings](API\Runtime\Engine\Sound\FAudioQualitySettings) & GetQualityLevelSettings ( int32 QualityLevel ) const


description: Get the total number of quality level settings.


description: Loads default object instances from soft object path properties.

code: void LoadDefaultObjects()


description: Returns event to be bound to if caller wants to know when audio settings are modified


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 )


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


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


className: UAudioSettings

description: Audio settings.

code: class UAudioSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

AudioSettingsChanged

type: FAudioSettingsC...

type: uint32:  1

description: Enables the surround sound spatialization calculations to include the center channel.

bAllowPlayWhenSilent

description: Allows sounds to play at 0 volume.

BaseDefaultSubmix

type: FSoftObjectPath

description: The default submix to use for implicit submix sends (i.e. if the base submix send is null or if a submix parent is null)

bDisableMasterEQ

description: Disables master EQ effect in the audio DSP graph.

DebugSounds

type: TArray<FSoundD...

description: Sounds only packaged in non-shipped builds for debugging.

DefaultAudioBuses

type: TArray<FDefaul...

description: Array of AudioBuses that are automatically initialized when the AudioEngine is initialized

DefaultAudioCompressionType

type: EDefaultAudioCo...

description: Default audio compression type to use for audio assets.

DefaultBaseSoundMix

description: The SoundMix to use as base when no other system has specified a Base SoundMix

DefaultCompressionQuality

description: The default compression quality (e.g. for new SoundWaves)

DefaultMediaSoundClassName

description: The SoundClass assigned to media player assets

DefaultSoundClassName

description: The SoundClass assigned to newly created sounds

DefaultSoundConcurrencyName

description: The SoundConcurrency assigned to newly created sounds

DialogueFilenameFormat

description: The format string to use when generating the filename for contexts within dialogue waves.

EQSubmix

description: The submix through which all sounds set to use legacy EQ system are routed

GlobalMaxPitchScale

type: float

description: The value to use to clamp the max pitch scale

GlobalMinPitchScale

description: The value to use to clamp the min pitch scale

MasterSubmix

description: The default submix through which all sounds are routed to.

MaximumConcurrentStreams

description: How many streaming sounds can be played at the same time (if more are played they will be sorted by priority)

MonoChannelUpmixMethod

type: EMonoChannelUpm...

description: The upmixing method for mono sound sources.

NumStoppingSources

description: The max number of sources to reserve for "stopping" sounds.

PanningMethod

type: EPanningMethod

description: The method to use when doing non-binaural or object-based panning.

QualityLevels

type: TArray<FAudioQ...

ReverbSubmix

description: The submix through which all sounds set to use reverb are routed

VoiPSampleRate

type: EVoiceSampleRat...

description: Sample rate used for voice over IP.

VoiPSoundClass

description: Sound class to be used for the VOIP audio component


description: Returns a pointer to the attenuation settings that are to be applied for this node

code: virtual const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) * GetAttenuationSettingsToApply() const


description: Registers Parameter Interfaces defined by the engine module. Called on engine start-up. Can be called when engine is not initialized as well by consuming plugins (ex. on cook by plugins requiring interface system to be loaded).

code: void RegisterParameterInterfaces()


description: Returns curves associated with this sound if it has any.Bydefault returns nullptr, but types supporting curves can return a corresponding curve table.

code: virtual [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * GetCurveData() const


description: Returns the length of the sound

code: virtual float GetDuration() const


description: Returns the farthest distance at which the sound could be heard

code: virtual float GetMaxDistance() const


code: virtual float GetPitchMultiplier()


description: Returns the SoundClass used for this sound.

code: virtual [USoundClass](API\Runtime\Engine\Sound\USoundClass) * GetSoundClass() const


code: virtual float GetVolumeMultiplier()


description: Returns whether the sound base is set up in a playable manner

code: virtual bool IsPlayable() const


description: Parses the Sound to generate the WaveInstances to play

code: virtual void Parse ( class [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & AudioComponent, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


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


className: UDialogueSoundWaveProxy

code: class UDialogueSoundWaveProxy : public [USoundBase](API\Runtime\Engine\Sound\USoundBase)

SoundWave

type: USoundWave*...

Subtitles

type: TArray< struct ...


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: Returns the name of the exporter factory used to export this object Used when multiple factories have the same extension


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


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


code: static [FString](API\Runtime\Core\Containers\FString) BuildRecordedAudioFilename ( const [FString](API\Runtime\Core\Containers\FString) & FormatString, const [FGuid](API\Runtime\Core\Misc\FGuid) & DialogueGuid, const [FString](API\Runtime\Core\Containers\FString) & DialogueName, const [FString](API\Runtime\Core\Containers\FString) & ContextId, const int32 ContextIndex )


code: [FString](API\Runtime\Core\Containers\FString) GetContextLocalizationKey ( const [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context ) const


code: [FString](API\Runtime\Core\Containers\FString) GetContextLocalizationKey ( const [FDialogueContextMapping](API\Runtime\Engine\Sound\FDialogueContextMapping) & ContextMapping ) const


code: [FString](API\Runtime\Core\Containers\FString) GetContextRecordedAudioFilename ( const [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context ) const


className: UDialogueVoice

description: Playable sound object for spoken dialogue

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

Gender

type: TEnumAsByte<EG...

LocalizationGUID

type: FGuid


code: [FString](API\Runtime\Core\Containers\FString) GetContextRecordedAudioFilename ( const [FDialogueContextMapping](API\Runtime\Engine\Sound\FDialogueContextMapping) & ContextMapping ) const


code: [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedSpokenText ( const [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context ) const


code: [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedSpokenText ( const [FDialogueContextMapping](API\Runtime\Engine\Sound\FDialogueContextMapping) & ContextMapping ) const


code: [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedSubtitle ( const [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context ) const


code: [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedSubtitle ( const [FDialogueContextMapping](API\Runtime\Engine\Sound\FDialogueContextMapping) & ContextMapping ) const


code: [USoundBase](API\Runtime\Engine\Sound\USoundBase) * GetWaveFromContext ( const [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context ) const


code: [USoundBase](API\Runtime\Engine\Sound\USoundBase) * GetWaveFromContext ( const [FDialogueContextMapping](API\Runtime\Engine\Sound\FDialogueContextMapping) & ContextMapping ) 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 )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


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 )


code: bool SupportsContext ( const [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context ) const


code: void UpdateContext ( [FDialogueContextMapping](API\Runtime\Engine\Sound\FDialogueContextMapping) & ContextMapping, [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave, [UDialogueVoice](API\Runtime\Engine\Sound\UDialogueVoice) * Speaker, const [TArray](API\Runtime\Core\Containers\TArray)< [UDialogueVoice](API\Runtime\Engine\Sound\UDialogueVoice) * > & Targets )


code: void UpdateMappingProxy ( [FDialogueContextMapping](API\Runtime\Engine\Sound\FDialogueContextMapping) & ContextMapping )


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


className: UDialogueWave

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

bMature

type: uint32: 1

description: True if this dialogue is considered to contain mature/adult content.

ContextMappings

type: TArray<FDialog...

description: Mappings between dialogue contexts and associated soundwaves.

SpokenText

type: FString

description: A localized version of the text that is actually spoken phonetically in the audio.

SubtitleOverride

description: A localized version of the subtitle text that should be displayed for this audio.

VoiceActorDirection

description: Provides general notes to the voice actor intended to direct their performance, as well as contextual information to the translator.


code: [IAudioEndpointFactory](API\Runtime\AudioExtensions\IAudioEndpointFactory) * GetAudioEndpointForSubmix() const


code: const [UAudioEndpointSettingsBase](API\Runtime\AudioExtensions\UAudioEndpointSettingsBase) * GetEndpointSettings() 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: UEndpointSubmix ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UEndpointSubmix

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

code: class UEndpointSubmix : public [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase)

EndpointSettings

type: TObjectPtr<UAu...

EndpointSettingsClass

type: TSubclassOf<UA...

EndpointType

type: FName

description: Currently used format.


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


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