# Blueprint Reference | Component

# 7. Blueprint Reference | Component

These methods are used to control the state of Audio Components.

Methods:

- Add Audio Component Creates a new Audio Component.
- Get Length Get the event length in milliseconds.
- Get Parameter Get parameter value from the Event.
- Get Parameter Value Get parameter value from the Event.
- Get Paused Get the paused state of the audio component.
- Get Property Get a property of the Event.
- Get Timeline Position Get the timeline position in milliseconds.
- Is Playing Return true if this component is currently playing an event.
- Key Off Allow an event to continue past a sustain point.
- Play Start a sound playing on an audio component.
- Release Release the current Studio Instance.
- Set Event New Event to be used by the FMODAudioComponent.
- Set Parameter Set a parameter of the Event.
- Set Paused Pause/Unpause an audio component.
- Set Pitch Set pitch on an audio component.
- Set Programmer Sound Name Set the sound name to use for programmer sound.
- Set Property Set a property of the Event.
- Set Timeline Position Set the timeline position in milliseconds
- Set Volume Set volume on an audio component.
- Stop Stop an audio component playing.

## Add Audio Component

Creates a new Audio Component.

Manual Attachment
  Whether manual or automatic attachment is to be used.
Relative Transform
  The relative transform between the new Audio Component and its attached parent (automatic only).

## Get Length

Get the event length in milliseconds.

C++

    int32 GetLength() const;

## Get Parameter

Get parameter value from the Event.

C++

    float GetParameter(
      FName Name
    );

Name
  Name of the parameter.

## Get Parameter Value

Get parameter value from the Event.

C++

    void GetParameterValue(FName Name, float &UserValue, float &FinalValue);

Name
  Name of parameter.
UserValue
  Parameter value as set from the public API.
FinalValue
  Final combined parameter value.

## Get Paused

Get the paused state of the audio component.

C++

    bool GetPaused();

## Get Property

Get a property of the Event.

C++

    float GetProperty(
      EFMODEventProperty::Type Property
    );

Property
  Enum to describe built-in event properties.

See Also: EFMODEventProperty

## Get Timeline Position

Get the timeline position in milliseconds.

C++

    int32 GetTimelinePosition();

## Is Playing

Return true if this component is currently playing an event.

C++

    bool IsPlaying();

## Key Off

Allow an event to continue past a sustain point.

C++

    void KeyOff();

## Play

Start a sound playing on an audio component.

C++

    void Play();

## Release

Release the current Studio Instance.

C++

    void Release();

See Also: UFMODAudioComponent::StudioInstance

## Set Event

New Event to be used by the FMODAudioComponent.

C++

    void SetEvent(
      UFMODEvent *NewEvent
    );

NewEvent
  New Event Asset reference to use.

If an Event is currently playing, it will be stopped and the new Event passed in will be started.

See Also: UFMODEvent

## Set Parameter

Set a parameter of the Event.

C++

    void SetParameter(
      FName Name,
      float Value
    );

Name
  Name of the parameter.
Value
  Value to apply to the parameter.

## Set Paused

Pause/Unpause an audio component.

C++

    void SetPaused(
      bool paused
    );

paused
  The paused state to apply.

## Set Pitch

Set pitch on an audio component.

C++

    void SetPitch(
      float pitch
    );

pitch
  New pitch multiplier to apply.

The pitch multiplier is used to modulate the event instance's pitch. It can be set to any value greater than or equal to zero but the final combined pitch is clamped to the range [0, 100] before being applied.

## Set Programmer Sound Name

Set the sound name to use for programmer sound.

C++

    void SetProgrammerSoundName(
      FString Value
    );

Value
  Name of sound or file to use.

The integration will look up the name in any loaded audio table.

## Set Property

Set a property of the Event.

C++

    void SetProperty(
      EFMODEventProperty::Type Property,
      float Value
    );

Property
  Enum to describe built-in event properties.
Value
  Value to apply to the property.

See Also: EFMODEventProperty

## Set Timeline Position

Set the timeline position in milliseconds

C++

    void SetTimelinePosition(
      int32 Time
    );

Time
  Time in milliseconds.

## Set Volume

Set volume on an audio component.

C++

    void SetVolume(
      float volume
    );

volume
  New volume level to apply.

This volume is applied as a scaling factor for the event volume. It does not override the volume level set in FMOD Studio, nor any internal volume automation or modulation.

## Stop

Stop an audio component playing.

C++

    void Stop();