USoundBase

Inheritance Hierarchy

Syntax

class USoundBase : public UObject

Variables

Name Description

Public variable

USoundAttenuati ...

 

AttenuationSettings

Attenuation settings package for the sound

Public variable

uint8 : 1

 

bBypassVolumeScaleForPriority

Bypass volume weighting priority upon evaluating whether sound should remain active when max channel count is met (See platform Audio Settings).

Public variable

uint8 : 1

 

bDebug

When "stat sounds -debug" has been specified, draw this sound's attenuation shape when the sound is audible.

Public variable

uint8 : 1

 

bHasConcatenatorNode

Whether or not this sound has a concatenator node.

Public variable

uint8 : 1

 

bHasDelayNode

Whether or not to only send this audio's output to a bus.

Public variable

uint8 : 1

 

bHasVirtualizeWhenSilent

Whether a sound has virtualize when silent enabled (i.e. for a sound cue, if any sound wave player has it enabled).

Public variable

uint8 : 1

 

bOutputToBusOnly

Whether or not to only send this audio's output to a bus.

Public variable

uint8 : 1

 

bOverrideConcurrency

Whether or not to override the sound concurrency object with local concurrency settings.

Public variable

TArray < FSoundS ...

 

BusSends

This sound will send its audio output to this list of buses if there are bus instances playing after source effects are processed.

Public variable

FSoundConcurren ...

 

ConcurrencyOverrides

If Override Concurrency is true, concurrency settings to use.

Public variable

TSet < USoundCon ...

 

ConcurrencySet

Set of concurrency settings to observe (if override is set to false).

Public variable

int32

 

CurrentPlayCount

Number of times this cue is currently being played.

Public variable

float

 

Duration

Duration of sound in seconds.

Public variable

float

 

MaxDistance

The max distance of the asset, as determined by attenuation settings.

Public variable

TArray < FSoundS ...

 

PreEffectBusSends

This sound will send its audio output to this list of buses if there are bus instances playing before source effects are processed.

Public variable

float

 

Priority

Used to determine whether sound can play or remain active if channel limit is met, where higher value is higher priority (see platform's Audio Settings 'Max Channels' property).

Protected variable

USoundClass ...

 

SoundClassObject

Sound class this sound belongs to

Public variable

USoundSubmix &#...

 

SoundSubmixObject

Sound submix this sound belongs to.

Public variable

TArray < FSoundS ...

 

SoundSubmixSends

An array of submix sends. Audio from this sound will send a portion of its audio to these effects.

Public variable

USoundEffectSou ...

 

SourceEffectChain

The source effect chain to use for this sound.

Public variable

float

 

TotalSamples

Total number of samples (in the thousands).

Constructors

Name Description

Public function

USoundBase

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Virtual Const

const FSound ...

 

GetAttenuationSettingsToApply()

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

Public function Const

void

 

GetConcurrencyHandles

(
    TArray < FConcurrencyHandle >& OutC...
)

Returns an array of FSoundConcurrencySettings handles.

Public function Virtual Const

UCurveTable ...

 

GetCurveData()

Returns curves associated with this sound if it has any.

Public function Virtual

float

 

GetDuration()

Returns the length of the sound

Public function Virtual Const

float

 

GetMaxDistance()

Returns the farthest distance at which the sound could be heard

Public function Virtual

float

 

GetPitchMultiplier()

Public function Const

float

 

GetPriority()

Returns the priority to use when evaluating concurrency.

Public function Virtual Const

USoundClass ...

 

GetSoundClass()

Returns the SoundClass used for this sound.

Public function Const

uint32

 

GetSoundConcurrencyObjectID()

Returns the sound concurrency object ID if it exists. If it doesn't exist, returns 0.

Public function Const

void

 

GetSoundSourceBusSends

(
    EBusSendType BusSendType,
    TArray < FSoundSourceBusSendInfo >&...
)

Returns the sound source sends for this sound.

Public function Virtual Const

USoundSubmix ...

 

GetSoundSubmix()

Returns the SoundSubmix used for this sound.

Public function Const

void

 

GetSoundSubmixSends

(
    TArray < FSoundSubmixSendInfo >& Ou...
)

Returns the sound submix sends for this sound.

Public function Virtual

bool

 

GetSoundWavesWithCookedAnalysisData

(
    TArray < USoundWave * >& OutSou...
)

Returns whether the sound has cooked analysis data (e.g. FFT or envelope following data) and returns sound waves which have cooked data.

Public function Virtual Const

float

 

GetSubtitlePriority()

Returns the subtitle priority

Public function Virtual

float

 

GetVolumeMultiplier()

Public function Virtual Const

bool

 

HasAttenuationNode()

Returns whether or not this sound base has an attenuation node.

Public function Const

bool

 

HasConcatenatorNode()

Returns whether or not this sound has a sequencer node, which means it's possible for the owning active sound to persist even though it's not generating audio.

Public function Virtual Const

bool

 

HasCookedAmplitudeEnvelopeData()

Public function Virtual Const

bool

 

HasCookedFFTData()

Queries if the sound has cooked FFT or envelope data.

Public function Const

bool

 

HasDelayNode()

Returns whether or not this sound has a delay node, which means it's possible for the sound to not generate audio for a while.

Public function Virtual Const

bool

 

IsAllowedVirtual()

Returns whether a sound is allowed to be virtualized.

Public function

bool

 

IsLooping()

Returns whether or not this sound is looping.

Public function Virtual Const

bool

 

IsPlayable()

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

Public function Const

bool

 

IsVirtualizeWhenSilent()

Returns true if any of the sounds in the sound have "virtualize when silent" enabled.

Public function Virtual

void

 

Parse

(
    FAudioDevice * AudioDevice,
    const UPTRINT NodeWaveInstanceHash,
    FActiveSound & ActiveSound,
    const FSoundParseParameters & Parse...,
    TArray < FWaveInstance * >& Wav...
)

Parses the Sound to generate the WaveInstances to play.

Public function Virtual

bool

 

ShouldApplyInteriorVolumes()

Returns whether or not any part of this sound wants interior volumes applied to it

Overridden from UObject

Name Description

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

Handles reading, writing, and reference collecting using FArchive .

Overridden from UObjectBaseUtility

Name Description

Public function Virtual Const

bool

 

CanBeClusterRoot()

Called after load to determine if the object can be a cluster root

Public function Virtual Const

bool

 

CanBeInCluster()

Called during cluster construction if the object can be added to a cluster

Constants

Deprecated Variables

Name Description

Public variable

uint8 : 1

 

bIgnoreFocus_DEPRECATED

Public variable

int32

 

MaxConcurrentPlayCount_DEPRECATED

Maximum number of times this sound can be played concurrently.

Public variable

TEnumAsByte < en...

 

MaxConcurrentResolutionRule_DEPRECATED

Public variable

USoundConcurren ...

 

SoundConcurrencySettings_DEPRECATED

If Override Concurrency is false, the sound concurrency settings to use for this sound.

References

Module

Engine

Header

Runtime/Engine/Classes/Sound/SoundBase.h