FetchAudioOutputs (Unreal Engine)
- Declaration
static void FetchAudioOutputs(CavrnusAvailableOutputDevices OnReceiveDevices);
Delegates Options:
DECLARE_DYNAMIC_DELEGATE_OneParam(FCavrnusAvailableOutputDevices, const TArray<FCavrnusOutputDevice>&, OutputDevices);
typedef TFunction<void(const TArray<FCavrnusOutputDevice>&)> CavrnusAvailableOutputDevices;
- Description
Provides a list of available speakers. This function is basically only useful if you wished to build your own version of the default voice/video UI.
- Blueprint Sample
Audio Video Selection Widget
- Code Sample
#include "CavrnusFunctionLibrary.h"
#include "Types/CavrnusCallbackTypes.h"
#include "Types/CavrnusOutputDevice.h"
void UClassName::Initialize()
{
// Member is FCavrnusAvailableOutputDevices OutputDevicesDelegate;
OutputDevicesDelegate.BindUFunction(this, GET_FUNCTION_NAME_CHECKED(UClassName, OnAudioOutputDevicesReceived));
}
void UClassName::OnAudioOutputDevicesReceived(const TArray<FCavrnusOutputDevice>& OutputDevices)
{
// Member is TMap<FString, FCavrnusOutputDevice> AudioOutputDeviceList;
AudioOutputDeviceList.Empty(OutputDevices.Num())
for (auto OutputDevice : OutputDevices)
{
AudioOutputDeviceList.Add(OutputDevice.DeviceId, OutputDevice);
}
}