UAudioComponent::PlayQueuedQuantizedInternal
#include "Components/AudioComponent.h"
Access: public
Specifiers: virtual
Description
Starts playback of a sound that was previously queued through Quartz for quantized (beat/bar-synced) playback, once its quantization boundary is reached.
Caveats & Gotchas
- • Not a UFUNCTION and not Blueprint-callable — quantized playback from Blueprint goes through PlayQuantized, which queues the command that eventually invokes this.
- • Marked virtual but is an internal Quartz callback; overriding it in a subclass without understanding the pending-command bookkeeping can break quantized playback timing.
Signature
virtual void PlayQueuedQuantizedInternal(const UObject* WorldContextObject, FAudioComponentCommandInfo InCommandInfo) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | World context used to resolve the world the quantized command executes in. | — |
| InCommandInfo | FAudioComponentCommandInfo | Pending Quartz command data describing the quantized play request that was queued. | — |
Return Type
void Example
Queuing quantized playback (the supported entry point) C++
// Invoked internally once a quantized boundary set up via PlayQuantized() is reached;
// gameplay code should call PlayQuantized() rather than this directly.
AudioComponent->PlayQuantized(GetWorld(), ClockHandle, QuantizationBoundary, OnCommandEvent); See Also
Tags
Version History
Introduced in: 4.26
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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