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 ...
forums.unrealengine.com
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:
- Have my AudioCuePlayer class implement
UActorSoundParameterInterface
, see if this sets the value correctly. - Attempt to wrap my SoundWave in a FAudioParameter and stuff it in
AudioComponents.DefaultParameters
- Or do the same and stuff it in
InstanceParameters
- 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.