CriWare Unreal Engine
Plug-ins for CriWare solutions.
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UAtomAudioBusSubsystem メンバ一覧

継承メンバを含む UAtomAudioBusSubsystem の全メンバ一覧です。

ActiveAudioBuses_GameThreadUAtomAudioBusSubsystemprivate
AddPatchInputForAudioBus(Atom::FAudioBusKey InAudioBusKey, int32 InFrames, int32 InChannels, float InGain=1.f)UAtomAudioBusSubsystem
AddPatchInputForSoundAndAudioBus(uint64 SoundInstanceID, Atom::FAudioBusKey AudioBusKey, int32 InFrames, int32 NumChannels, float InGain=1.f)UAtomAudioBusSubsystem
AddPatchOutputForAudioBus(Atom::FAudioBusKey InAudioBusKey, int32 InFrames, int32 InChannels, float InGain=1.f)UAtomAudioBusSubsystem
AddPatchOutputForSoundAndAudioBus(uint64 SoundInstanceID, Atom::FAudioBusKey AudioBusKey, int32 InFrames, int32 NumChannels, float InGain=1.f)UAtomAudioBusSubsystem
AddPendingConnection(uint64 SoundInstanceID, FPendingConnection &&PendingConnection)UAtomAudioBusSubsystemprivate
ConnectPatches(uint64 SoundInstanceID)UAtomAudioBusSubsystem
DefaultAudioBusesUAtomAudioBusSubsystemprivate
Deinitialize() overrideUAtomAudioBusSubsystemvirtual
ExtractPendingConnectionsIfReady(uint64 SoundInstanceID)UAtomAudioBusSubsystemprivate
GetAtomRuntime() const finalUAtomEngineSubsystemvirtual
GetAtomRuntimeHandle() const finalUAtomEngineSubsystemvirtual
GetAtomRuntimeID() const finalUAtomEngineSubsystemvirtual
GetMutableAtomRuntime() finalUAtomEngineSubsystemvirtual
GetMutableSourceManager() finalUAtomEngineSubsystemvirtual
GetSourceManager() const finalUAtomEngineSubsystemvirtual
InitDefaultAudioBuses()UAtomAudioBusSubsystem
Initialize(FSubsystemCollectionBase &Collection) overrideUAtomAudioBusSubsystemvirtual
IsAudioBusActive(Atom::FAudioBusKey InAudioBusKey) constUAtomAudioBusSubsystem
MutexUAtomAudioBusSubsystemprivate
RemoveSound(uint64 SoundInstanceID)UAtomAudioBusSubsystem
ShouldCreateSubsystem(UObject *Outer) const overrideUAtomAudioBusSubsystemvirtual
ShutdownDefaultAudioBuses()UAtomAudioBusSubsystem
SoundInstanceConnectionMapUAtomAudioBusSubsystemprivate
StartAudioBus(Atom::FAudioBusKey InAudioBusKey, int32 InNumChannels, bool bInIsAutomatic)UAtomAudioBusSubsystem
StartAudioBus(Atom::FAudioBusKey InAudioBusKey, const FString &InAudioBusName, int32 InNumChannels, bool bInIsAutomatic)UAtomAudioBusSubsystem
StopAudioBus(Atom::FAudioBusKey InAudioBusKey)UAtomAudioBusSubsystem
UAtomAudioBusSubsystem()UAtomAudioBusSubsystem
UAtomEngineSubsystem()UAtomEngineSubsystem
Update()UAtomEngineSubsysteminlinevirtual
~UAtomAudioBusSubsystem()=defaultUAtomAudioBusSubsystemvirtual