USoundCue
| UObjectBase
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class USoundCue : public USoundBase
The behavior of audio playback is defined within Sound Cues.
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AllNodes |
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FSoundAttenuati ... |
AttenuationOverrides |
Attenuation settings to use if Override Attenuation is set to true |
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uint32 : 1 |
bExcludeFromRandomNodeBranchCulling |
Makes this sound cue ignore per-platform random node culling for memory purposes |
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uint32 : 1 |
bOverrideAttenuation |
Indicates whether attenuation should use the Attenuation Overrides or the Attenuation Settings asset |
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USoundNode *... |
FirstNode |
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float |
PitchMultiplier |
Pitch multiplier for the Sound Cue |
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UEdGraph * |
SoundCueGraph |
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float |
SubtitlePriority |
NOTE: Use GetSubtitlePriority() to fetch this value for external use. |
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float |
VolumeMultiplier |
Volume multiplier for the Sound Cue |
Name | Description | |
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USoundCue ( |
Name | Description | ||
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void |
AddReferencedObjects ( |
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[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo... |
CacheAggregateValues() |
WITH_EDITOR. |
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[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo... |
ClearGraph() |
Clears all nodes from the graph (for old editor's buffer soundcue) |
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[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo... |
CompileSoundNodesFromGraphNodes() |
Use the EdGraph representation to compile the SoundCue |
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T * |
ConstructSoundNode ( |
Construct and initialize a node within this Cue |
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[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo... |
CreateGraph() |
Create the basic sound graph |
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[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b... |
FindPathToNode ( |
Find the path through the sound cue to a node identified by its hash |
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GetCachedQualityLevel() |
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[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) c... |
GetGraph() |
Get the EdGraph of SoundNodes |
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GetResourceSizeForFormat ( |
Sum of the size of waves referenced by this cue for the given platform. |
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TSharedPtr < ... |
GetSoundCueAudioEditor() |
Gets the sound cue graph editor implementation. |
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[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo... |
LinkGraphNodesFromSoundNodes() |
Use the SoundCue's children to link EdGraph Nodes together |
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[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo... |
RecursiveFindAllNodes ( |
Recursively finds all Nodes in the Tree |
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[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo... |
RecursiveFindAttenuation ( |
Instantiate certain functions to work around a linker issue |
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void |
RecursiveFindNode ( |
Recursively finds sound nodes of type T |
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bool |
RecursiveFindPathToNode ( |
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[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo... |
SetSoundCueAudioEditor ( |
Sets the sound cue graph editor implementation.* |
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[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo... |
SetupSoundNode ( |
Set up EdGraph parts of a SoundNode |
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[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo... |
StaticAudioQualityChanged ( |
Call when the audio quality has been changed |
Name | Description | ||
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const FSound ... |
GetAttenuationSettingsToApply() |
Returns a pointer to the attenuation settings that are to be applied for this node |
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float |
GetDuration() |
Returns the length of the sound |
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float |
GetMaxDistance() |
Returns the farthest distance at which the sound could be heard |
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float |
GetPitchMultiplier() |
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float |
GetSubtitlePriority() |
Returns the subtitle priority |
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float |
GetVolumeMultiplier() |
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bool |
IsPlayable() |
Returns whether the sound base is set up in a playable manner |
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void |
Parse ( |
Parses the Sound to generate the WaveInstances to play. |
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bool |
ShouldApplyInteriorVolumes() |
Returns whether or not any part of this sound wants interior volumes applied to it |
Name | Description | ||
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GetDesc() |
A one line description of an object for viewing in the thumbnail view of the generic browser |
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void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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void |
PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object, and immediately after any undo/redo. |
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void |
Serialize ( |
Name | Description | ||
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bool |
CanBeClusterRoot() |
Called after load to determine if the object can be a cluster root |
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bool |
CanBeInCluster() |
Called during cluster construction if the object can be added to a cluster |
Name |
Description |
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CachedQualityLevel |
USoundCue implementation. |
SoundCueAudioEditor |
Ptr to interface to sound cue editor operations. |
Module |
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Header |
Runtime/Engine/Classes/Sound/SoundCue.h |