x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Is FAudioThread::RunCommandOnAudioThread executing synchronously?

I've just updated a project to Unreal 4.16. This version forces me to call ome methods on the AudioThread and some others on the GameThread. To do that I used

 FAudioThread::RunCommandOnAudioThread

I need to use on the GameThread the result of the command executed on the AudioThread. To do that I imagined, maybe wrongly, that it was necessary to use some synchronization constructs in order to have the GameThread waiting the command executed on the AudioThread.

I tried to log something:

 UE_LOG(MyLog, Log, TEXT("One"));
 FAudioThread::RunCommandOnAudioThread([param1, param2]() {
     // my audio operations...
     UE_LOG(MyLog, Log, TEXT("Two"));
 });
 UE_LOG(MyLog, Log, TEXT("Three"));

The result is sometimes I have "One Two Three", sometimes "One Three Two". So I think the GameThread is not waiting for the AudioThread's command. The problem is that, if I use some synchronization constructs (a Semaphore for example), the GameThread become stuck. I see "One Two" and nothing else...

So, what's the real behavior of RunCommandOnAudioThread?

Product Version: UE 4.16
Tags:
more ▼

asked Jun 07 '17 at 02:15 PM in C++ Programming

avatar image

masmil1988
74 4 8 15

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question