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USoundCue

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Inheritance Hierarchy

Syntax

class USoundCue : public USoundBase

Remarks

The behavior of audio playback is defined within Sound Cues.

Variables

Name Description

Public variable

TArray < USoundN ...

 

AllNodes

Public variable

FSoundAttenuati ...

 

AttenuationOverrides

Attenuation settings to use if Override Attenuation is set to true

Public variable

uint32 : 1

 

bExcludeFromRandomNodeBranchCulling

Makes this sound cue ignore per-platform random node culling for memory purposes

Public variable

uint32 : 1

 

bOverrideAttenuation

Indicates whether attenuation should use the Attenuation Overrides or the Attenuation Settings asset

Public variable

USoundNode *...

 

FirstNode

Public variable

float

 

PitchMultiplier

Pitch multiplier for the Sound Cue

Public variable

UEdGraph *

 

SoundCueGraph

Protected variable

float

 

SubtitlePriority

NOTE: Use GetSubtitlePriority() to fetch this value for external use.

Public variable

float

 

VolumeMultiplier

Volume multiplier for the Sound Cue

Constructors

Name Description

Public function

USoundCue

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Static

void

 

AddReferencedObjects

(
    UObject * InThis,
    FReferenceCollector & Collector
)

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

CacheAggregateValues()

WITH_EDITOR.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

ClearGraph()

Clears all nodes from the graph (for old editor's buffer soundcue)

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

CompileSoundNodesFromGraphNodes()

Use the EdGraph representation to compile the SoundCue

Public function

T *

 

ConstructSoundNode

(
    TSubclassOf < USoundNode > SoundNode...,
    bool bSelectNewNode
)

Construct and initialize a node within this Cue

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

CreateGraph()

Create the basic sound graph

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

FindPathToNode

(
    const UPTRINT NodeHashToFind,
    TArray < USoundNode * >& OutPat...
)

Find the path through the sound cue to a node identified by its hash

Public function Static

int32

 

GetCachedQualityLevel()

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) c...

 

GetGraph()

Get the EdGraph of SoundNodes

Public function Virtual

int32

 

GetResourceSizeForFormat

(
    FName Format
)

Sum of the size of waves referenced by this cue for the given platform.

Public function Static

TSharedPtr < ...

 

GetSoundCueAudioEditor()

Gets the sound cue graph editor implementation.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

LinkGraphNodesFromSoundNodes()

Use the SoundCue's children to link EdGraph Nodes together

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

RecursiveFindAllNodes

(
    USoundNode * Node,
    TArray < class USoundNode * >& ...
)

Recursively finds all Nodes in the Tree

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

RecursiveFindAttenuation

(
    USoundNode * Node,
    TArray < class USoundNodeAttenuation ...
)

Instantiate certain functions to work around a linker issue

Public function

void

 

RecursiveFindNode

(
    USoundNode * Node,
    TArray < T* >& OutNodes
)

Recursively finds sound nodes of type T

Protected function

bool

 

RecursiveFindPathToNode

(
    USoundNode * CurrentNode,
    const UPTRINT CurrentHash,
    const UPTRINT NodeHashToFind,
    TArray < USoundNode * >& OutPat...
)

Public function Static

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SetSoundCueAudioEditor

(
    TSharedPtr < ISoundCueAudioEditor > ...
)

Sets the sound cue graph editor implementation.*

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SetupSoundNode

(
    USoundNode * InSoundNode,
    bool bSelectNewNode
)

Set up EdGraph parts of a SoundNode

Public function Static

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

StaticAudioQualityChanged

(
    int32 NewQualityLevel
)

Call when the audio quality has been changed

Overridden from USoundBase

Name Description

Public function Virtual

const FSound ...

 

GetAttenuationSettingsToApply()

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

Public function Virtual

float

 

GetDuration()

Returns the length of the sound

Public function Virtual

float

 

GetMaxDistance()

Returns the farthest distance at which the sound could be heard

Public function Virtual

float

 

GetPitchMultiplier()

Public function Virtual

float

 

GetSubtitlePriority()

Returns the subtitle priority

Public function Virtual

float

 

GetVolumeMultiplier()

Public function Virtual

bool

 

IsPlayable()

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

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

FString

 

GetDesc()

A one line description of an object for viewing in the thumbnail view of the generic browser

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

Called when a property on this object has been modified externally

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, and immediately after any undo/redo.

Public function Virtual

void

 

Serialize

(
    FStructuredArchive::FRecord Record
)

Overridden from UObjectBaseUtility

Name Description

Public function Virtual

bool

 

CanBeClusterRoot()

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

Public function Virtual

bool

 

CanBeInCluster()

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

Constants

Name

Description

CachedQualityLevel

USoundCue implementation.

SoundCueAudioEditor

Ptr to interface to sound cue editor operations.

References

Module

Engine

Header

Runtime/Engine/Classes/Sound/SoundCue.h