UAudioComponent::SetSourceBufferListener
#include "Components/AudioComponent.h"
Access: public
Description
Attaches a low-level listener that receives this component's raw audio source buffers as they're rendered, for capture or analysis use cases like procedural visualization or recording.
Caveats & Gotchas
- • This is a C++-only, non-UFUNCTION API for advanced audio-engine integration — there's no Blueprint equivalent.
- • The listener runs on the audio render thread, not the game thread, so any ISourceBufferListener implementation must be thread-safe.
- • Setting bShouldZeroBufferAfter true silences the source in the normal mix, which is easy to forget when debugging 'why did my sound go quiet' after wiring up a buffer listener.
Signature
void SetSourceBufferListener(const FSharedISourceBufferListenerPtr& InSourceBufferListener, bool bShouldZeroBufferAfter) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InSourceBufferListener | const FSharedISourceBufferListenerPtr& | Thread-safe shared pointer to an ISourceBufferListener implementation that receives raw source audio buffers as they render. | — |
| bShouldZeroBufferAfter | bool | If true, the buffer is zeroed out after the listener reads it, silencing the source's contribution to the final mix. | — |
Return Type
void Example
Attach a buffer listener without muting the source C++
FSharedISourceBufferListenerPtr Listener = MakeShared<FMySourceBufferListener, ESPMode::ThreadSafe>();
AudioComponent->SetSourceBufferListener(Listener, /*bShouldZeroBufferAfter=*/false); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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