#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.
The documentation for this class was generated from the following files:
- C:/git/uev2/Engine/Plugins/Runtime/CriWare/CriWare/Source/CriWareAudioLink/CriWareAudioLink/Public/AtomAudioLinkSettings.h
- C:/git/uev2/Engine/Plugins/Runtime/CriWare/CriWare/Source/CriWareAudioLink/CriWareAudioLink/Private/AtomAudioLinkSettings.cpp