Search

Home

2025

2024

Worklog

LETSGO Game

Investigating FAudioParameter

Date
September 4, 2024
Hours
1
Tags
UnrealResearchC++LETSGO
AudioComponent SetWaveParameter with PlayQuantized

Today I am investigating the block of code in AudioComponent::PlayInternal mentioned above where SoundParams are being set. AudioComponent->PlayInternal() This block (AudioComponent.cpp line 856) starts by pulling DefaultParameters to a local array: TArray<FAudioParameter> SoundParams = DefaultParameters; The AudioComponent header file has interesting comments about this: /** Array of parameters for this AudioComponent. Changes to this array directly will * not be forwarded to the sound ...

AudioComponent SetWaveParameter with PlayQuantized

Continued my forum thread that nobody is engaging with, because SEO might give benefit to someone in the future.

Point is, I have a couple candidates to experiment with:

  1. Have my AudioCuePlayer class implement UActorSoundParameterInterface, see if this sets the value correctly.
  2. Attempt to wrap my SoundWave in a FAudioParameter and stuff it in AudioComponents.DefaultParameters
  3. Or do the same and stuff it in InstanceParameters
  4. Hell see if I can do both, or all three.

This will be tomorrows big push. Get one or more of these idea’s instrumented and see if it fixes the clipping issue.