#include <AtomAudioLinkSettings.h>
◆ GetFactoryName()
| FName UAtomAudioLinkSettings::GetFactoryName |
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const |
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overrideprotectedvirtual |
◆ GetReceivingBufferSizeInFrames()
| int32 UAtomAudioLinkSettings::GetReceivingBufferSizeInFrames |
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const |
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protected |
◆ MakeProxy()
| UAudioLinkSettingsAbstract::FSharedSettingsProxyPtr UAtomAudioLinkSettings::MakeProxy |
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const |
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overrideprotectedvirtual |
◆ FAtomAudioLinkSettingsProxy
◆ bShouldClearBufferOnReceipt
| bool UAtomAudioLinkSettings::bShouldClearBufferOnReceipt = true |
If this is set, the receiving code will clear the buffer after it's read, so it's not rendered by Unreal. Only applies if running both renderers at once.
◆ DestinationBus
| TSoftObjectPtr<UAtomBus> UAtomAudioLinkSettings::DestinationBus |
The destination DSP bus to send audio.
◆ DestinationBusResolved
| TObjectPtr<UAtomBus> UAtomAudioLinkSettings::DestinationBusResolved |
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protected |
Once the SoftObjectReference has been resolved, attach the reference here so it's owned.
◆ DestinationBusStage
The stage of the destination DSP bus to send audio.
◆ DestinationRoute
Whether use link as a sound source or route audio to an Atom DSP bus.
◆ InitialSilenceFillRatio
| float UAtomAudioLinkSettings::InitialSilenceFillRatio = 1.0f |
Ratio of initial buffer to fill with silence ahead of consumption. Adjusting this can resolve starvation at the cost of added latency.
◆ LoadingHandle
| TSharedPtr<FStreamableHandle> UAtomAudioLinkSettings::LoadingHandle |
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protected |
◆ ProducerToConsumerBufferRatio
| float UAtomAudioLinkSettings::ProducerToConsumerBufferRatio = 2.0f |
This is the ratio of producer to consumer buffer size, 2.0 means its twice as big as the consumer buffer.
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