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UAudioComponent::PlayQueuedQuantizedInternal

function Engine Since 4.26
#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);

Version History

Introduced in: 4.26

Version Status Notes
5.6 stable

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